A Home in Every Port

30th July 2020 at 2:01am
Downtime Feat General

Prerequisites Charisma 16.

You have a reputation in towns and villages you’ve visited, and residents are always willing to open their doors to you.

When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge.

The standard of living within the acquired lodging is comfortable, and square meals are provided at no cost.

After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to fnd a new resident willing to host you.

Feat Type General
Level11
Requires

Aberrant Whispers

6th August 2020 at 10:07pm
Auditory Concentrate Enchantment Focus Spell Mental Sorcerer Spell Uncommon Verbal

Level3
Components Verbal 1 Focus Point
Cast Time
Range
Area5 foot Emanation
TargetEach foe in the area
Save Will
Duration1 round
Domain

You utter phrases in an unknown tongue, assaulting the minds of those nearby.

Each target must attempt a Will save.

Regardless of the result of its save, each target is then temporarily immune for 1 minute.

You can increase the number of actions it takes to Cast the Spell (to a maximum of 3 actions total). For each additional action, increase the emanation’s radius by 5 feet, to a maximum of 10 extra feet for 3 actions.

Heightened (+3) The initial radius increases by 5 feet.

Critical Success
SuccessThe target is unaffected.
FailureThe target is Stupefied 2.
Critical FailureThe target is Confused.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Ability Score

30th June 2020 at 4:00pm

An Ability Score is one of the six basic value used to calculate your character's modifiers.

The Ability Scores are:

Charisma
Constitution
Dexterity
Intelligence
Strength
Wisdom

Abjuration

3rd August 2020 at 12:10am
School

Abundant Step

6th August 2020 at 9:35pm
Conjuration Focus Spell Manipulate Monk Somatic Spell Teleportation Uncommon

Level4
Components Somatic 1 Focus Point
Cast Time
Range15 feet or more
Area
Target
Save
Duration
Domain

You move so fast you blur across planar boundaries.

You teleport up to a distance equal to your Speed within your line of sight.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Abyssal Plague

5th August 2020 at 11:37pm
Chaotic Concentrate Disease Divine Evil Manipulate Necromancy Occult Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save Fortitude
Duration
Domain

Your touch afflicts the target with Abyssal Plague, which siphons fragments of their soul away to empower the Abyss.

The effect is based on the target's Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target takes 2 Evil damage per spell level, and takes a -2 status penalty to saves against Abyssal Plague for 1 day or until the target contracts it, whichever comes first.
FailureThe target is afflicted with Abyssal Plague at stage 1.
Critical FailureThe target is afflicted with Abyssal Plague at stage 2.

Abyssal Plague (disease); Level 9. The target can’t recover from the drained condition from Abyssal plague until the disease is cured. Stage 1 drained 1 (1 day); Stage 2 drained increases by 2 (1 day).

ChaoticChaotic damage harms only lawful creatures.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
EvilEvil damage harms only good creatures.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Abyssal Wrath

6th August 2020 at 10:11pm
Concentrate Evocation Focus Spell Manipulate Somatic Sorcerer Spell Uncommon Verbal

Level5
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area60 foot Cone
Target
Save Reflex
Duration
Domain

You evoke the energy of an Abyssal realm. The damage types of the spell (one energy and one physical) are based on the result of rolling on the table below.

1d4RealmManifestationDamage Type
1SkiesBolts of lightning and flying debris Bludgeoning and Electricity
2DepthsAcid and demonic shells Acid and Slashing
3FrozenFrigid air and ice Bludgeoning and Cold
4VolcanicJagged volcanic rocks and magma Fire and Piercing

You deal 4d6 damage of each of the corresponding damage types to each creature in the cone (8d6 total damage).

Heightened (+1) The damage for each type increases by 1d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ElectricityStopped by Yellow wall.
ChromaWall14AcidStopped by Yellow wall.
RegenerateAcidDeactivates regeneration from this spell.
ChromaWall14ColdStopped by Yellow wall.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.

Acid Arrow

5th August 2020 at 11:37pm
Acid Arcane Attack Concentrate Evocation Manipulate Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 creature or object
Save
Duration
Domain

You conjure an arrow of acid that continues corroding the target after it hits.

Make a spell attack against the target.

On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage.

On a critical hit, double the initial damage, but not the persistent damage.

Heightened (+2) The initial damage increases by 2d8, and the persistent acid damage increases by 1d6.

ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall14AcidStopped by Yellow wall.
RegenerateAcidDeactivates regeneration from this spell.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Acid Splash

5th August 2020 at 11:37pm
Acid Arcane Attack Cantrip Concentrate Evocation Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature or object
Save
Duration
Domain

You splash a glob of acid that splatters creatures and objects alike.

Make a spell attack.

If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.

If heightened, the damage increases as follows.

LevelAcid DamageSplash DamagePersistent Damage
11d611
31d6+your spellcasting ability modifier12
52d6+your spellcasting ability modifier23
73d6+your spellcasting ability modifier34
94d6+your spellcasting ability modifier45
ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall14AcidStopped by Yellow wall.
RegenerateAcidDeactivates regeneration from this spell.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Acid Storm

2nd August 2020 at 10:47pm
Acid Arcane Concentrate Evocation Manipulate Primal Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
Range120 feet
Area20 foot radius Burst
Target
Save Reflex
Duration1 minute
Domain

You evoke a storm of acid rain that pelts the area for the spell’s duration.

A creature that begins its turn in the area takes 3d8 Acid damage (basic Reflex save).

Heightened (+2) The damage increases by 1d8.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14AcidStopped by Yellow wall.
RegenerateAcidDeactivates regeneration from this spell.

Acidic Burst

2nd August 2020 at 10:48pm
Acid Arcane Concentrate Evocation Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area5 foot Emanation
Target
Save Reflex
Duration
Domain

You create a shell of acid around yourself that immediately bursts outward, dealing 2d6 Acid damage to each creature in the area with a basic Reflex save.

Heightened (+1) The damage increases by 2d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14AcidStopped by Yellow wall.
RegenerateAcidDeactivates regeneration from this spell.

Acolyte

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesIntelligence Wisdom
SkillReligion
LoreScribing
FeatStudent of the Canon

Acrobat

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesDexterity Strength
SkillAcrobatics
LoreCircus
FeatSteady Balance

Acrobatic Performer

7th August 2020 at 7:50pm
Feat General Skill

You’re an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It’s almost a performance!

You can roll an Acrobatics check instead of a Performance check when using the Perform action.

Feat Type Skill
Level1
Skill Acrobatics
RequirementT
Requires

Acrobatics

25th July 2020 at 3:15pm
Skill

Key Ability Dexterity.

Acrobatics measures your ability to perform tasks requiring coordination and grace.

When you use the Escape basic action, you can use your Acrobatics modifier instead of your unarmed attack modifier.

Actions for this skill:

Feats for this skill:

DexterityAcrobaticsKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Action

7th July 2020 at 12:30am

Actions represent the basic things a character can do during their turn.

By default, you can take 3 actions each turn.

ActionSuccessTable

29th July 2020 at 11:43pm

Critical Success
Success
Failure
Critical Failure

ActionSummary

30th July 2020 at 12:46pm

Actions
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Activate Foresight

25th July 2020 at 12:29am
Action Implied Reaction

Trigger The target of your Foresight spell defends against a hostile creature or other danger.

If the hostile creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the Fortune trait.

If the hostile creature or danger is rolling against the target (an attack roll or skill check, for example), that hostile creature or danger rolls twice and uses the lower result, and this spell gains the Misfortune trait.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Faerie DustReactionCan't be used while affected.

Acute Scent

23rd July 2020 at 10:34pm
Barbarian Class Feat

When you Rage, your sense of smell improves.

You gain imprecise scent with a range of 30 feet.

Feat Type Class
Level2
Requires
ClassBarbarian

Acute Vision

23rd July 2020 at 10:16pm
Barbarian Class Feat

When you are raging, your visual senses improve, granting you Darkvision.

Feat Type Class
Level1
Requires
ClassBarbarian

Additional Lore

12th July 2020 at 5:17pm
Feat General Skill

Prerequisites Trained in Lore.

Your knowledge has expanded to encompass a new field.

Choose an additional Lore skill subcategory. You become trained in it.

At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.

Feat Type Skill
Level1
Skill Lore
RequirementT
Requires

Additive

8th July 2020 at 8:46pm
Trait

Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs.

The additive trait is always followed by a level, such as additive 2. An additive adds its level to the level of the alchemical item you’re modifying; the result is the new level of the mixture. The mixture’s item level must be no higher than your advanced alchemy level.

You can add only one additive to a single alchemical item, and attempting to add another spoils the item.

You can typically use actions with the additive trait only when you’re creating an infused alchemical item, and some can be used only with the Quick Alchemy action.

Administer First Aid

20th July 2020 at 10:59pm
Action Manipulate Untrained

Requirements You have Healer’s Tools.

You perform first aid on an adjacent creature that is Dying or bleeding (has Persistent Damage with type "bleed").

If a creature is both dying and bleeding, choose which ailment you’re trying to treat before you roll. You can Administer First Aid again to attempt to remedy the other effect.

  • Stabilize: Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature’s recovery roll DC (typically 15 + its dying value).
  • Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage, giving them a chance to make another flat check to remove the persistent damage. The DC is usually the DC of the effect that caused the bleed.
Actions
Time
Free Hands
SkillMedicine 
Defense
ToolHealer's Tools
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
Advanced First AidAdminister First AidCan remove Frightened or Sickened with first aid.
MedicineAdminister First Aid
ChirurgeonMedicineCan use Crafting in place of Medicine.
WisdomMedicineKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Adopted Ancestry

29th June 2020 at 8:34pm
Feat General

You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance.

Choose a common Ancestry.

You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.

Feat Type General
Level1
Requires

Advanced Alchemy

23rd July 2020 at 8:10pm
Rule

During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items.

You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements.

Your advanced alchemy level is equal to your level.

For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that’s in your formula book, and make a batch of two of that item.

These items have the Infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

BomberAdvanced AlchemyAt level 5, reageants can make any three bombs.
ChirurgeonAdvanced AlchemyAt level 5, make three elixirs of life per batch, not 2.
MutagenistAdvanced AlchemyCreate any 3 mutagens per batch of reagents.
ToxicologistAdvanced AlchemyAt level 5, one batch can make any 3 poisons.

Advanced First Aid

30th July 2020 at 12:29pm
Feat General Healing Manipulate Skill

You use your medical training to ameliorate sickness or assuage fears.

When you use Medicine to Administer First Aid, instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally’s Frightened or Sickened condition by 2, or remove either of those conditions entirely on a critical success.

You can remove only one condition at a time.

The DC for the Medicine check is usually the DC of the effect that caused the condition.

Feat Type Skill
Level7
Skill Medicine
RequirementM
Requires
ManipulateThis may provoke Attack of Opportunity and other reactions.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Advancement

26th July 2020 at 4:16pm
Rule

Advancement Schedule

FeatureFrequencyLevels
Class featuresAs per classAs per class
Ancestry Feat1st, then every 41, 5, 9, 13, 17
Class Feat1st, 2nd, then every 21, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20
General Feats3rd, then every 43, 7, 11, 15, 19
Skill Feats2nd, then every 22, 4, 6, 8, 10, 12, 14, 16, 18, 20
Skill Increase (Expert)3rd, 5th
Skill Increase (Master)7th, 9th, 11th, 13th
Skill Increase (Legendary)15th, 17th, 19th
Ability boost5th, then every 55, 10, 15, 20

Incremental Advancement Table

LevelAdvancement
1Basic class features, class Splat, Ancestry Feat, Class Feat
2Class Feat, Skill Feat
3General Feat, Skill Increase
4Class Feat, Skill Feat
5Ability boost, Ancestry Feat, Skill Increase
6Class Feat, Skill Feat
7General Feat, Skill Increase
8Class Feat, Skill Feat
9Ancestry Feat, Skill Increase
10Ability boosts, Class Feat, Skill Feat
11General Feat, Skill Increase
12Class Feat, Skill Feat
13Ancestry Feat, Skill Increase
14Class Feat, Skill Feat
15Ability boost, General Feat, Skill Increase
16Class Feat, Skill Feat
17Ancestry Feat, Skill Increase
18Class Feat, Skill Feat
19General Feat, Skill Increase
20Ability boost, Class Feat, Skill Feat

In-place Advancement Table

LevelAncestry FeatsClass FeatsGeneral FeatsSkill FeatsAbility BoostsSkill increases
111000Starting
212010Starting
3121101 Expert
4131201 Expert
5231242 Expert
6241342 Expert
7242342 Expert, 1 Master
8252442 Expert, 1 Master
9352442 Expert, 2 Master
10362582 Expert, 2 Master
11363582 Expert, 3 Master
12373682 Expert, 3 Master
13473682 Expert, 4 Master
14483782 Expert, 4 Master
154847122 Expert, 4 Master, 1 Legendary
164948122 Expert, 4 Master, 1 Legendary
175948122 Expert, 4 Master, 2 Legendary
1851049122 Expert, 4 Master, 2 Legendary
1951059122 Expert, 4 Master, 3 Legendary
20511510162 Expert, 4 Master, 3 Legendary

Aeon

25th July 2020 at 4:41pm
Trait

These monitors are the self-styled defenders of reality.

Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not.

Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.

Aerial Form

5th August 2020 at 11:37pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal

Level4
Components Somatic Verbal
Cast Time
RangeYou
Area
TargetYou
Save None (Beneficial)
Duration
Domain

You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form.

When you cast this spell, choose bat, bird, pterosaur, or wasp. You can decide the specific type of animal (such as an owl or eagle for bird), but this has no effect on the form’s Size or statistics.

While in this form, you gain the Animal trait.

You gain Low-Light Vision.

You can Dismiss the spell.

You gain the following statistics and abilities regardless of which battle form you choose, depending on the level to which the spell was Heightened:

LevelACSizeTemp HPAttack ModifierDamage BonusAcrobaticsFly Speed Bonus
418+your levelMedium5+16+5+160
518+your levelLarge10+18+8+20+10'
621+your levelHuge15+21+4+23+15'

You ignore your armor's check penalty and Speed reduction when in your aerial form.

The unarmed melee attacks specific to the battle form you choose are the only attacks you can use. You’re trained with them. These attacks are Dexterity based (for the purpose of the clumsy condition, for example). If your attack modifier for Dexterity-based unarmed attacks is higher, you can use it instead.

If your own Acrobatics modifier is higher than the one for your form, you can use it instead.

The bonus given to your Fly speed is a status bonus.

If you cast the spell at level 6, you additionally gain 10' reach and damage dice are doubled, including for Persistent Damage.

If you are made larger by casting the spell, you must have enough room to expand into or the spell is lost.

You also gain specific abilities based on the form you choose:

  • Bat Speed 20 feet, fly Speed 30 feet; precise echolocation 40 feet; Melee [one-action] fangs, Damage 2d8 piercing; Melee [one-action] wing (Agile), Damage 2d6 bludgeoning.
  • Bird Speed 10 feet, fly Speed 50 feet; Melee [one-action] beak, Damage 2d8 piercing; Melee [one-action] talon (agile), Damage 1d10 slashing.
  • Pterosaur Speed 10 feet, fly Speed 40 feet; imprecise scent 30 feet; Melee [one-action] beak, Damage 3d6 piercing.
  • Wasp Speed 20 feet, fly Speed 40 feet; Melee [one-action] stinger, Damage 1d8 piercing plus 1d6 persistent poison.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Aerialist

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Extinction Curse Player's Guide.

Stat ChoicesCharisma Dexterity
SkillAcrobatics
LoreRope
FeatCat Fall

Aerobatics Mastery

30th July 2020 at 12:31pm
Feat General Skill

You move with grace in flight and can perform amazing aerial stunts.

You gain a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight and can combine two maneuvers into a single action, such as reversing direction while making a steep ascent or descent or hovering in gale-force winds.

The DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 5.

If you’re legendary in Acrobatics, you can combine three such maneuvers into a single action; the DC of the Acrobatics check is equal to the DC of the most difficult maneuver + 10.

Regardless of the combination, these maneuvers rarely allow you to move farther than your fly Speed.

Feat Type Skill
Level7
Skill Acrobatics
RequirementM
Requires

Affliction

19th July 2020 at 7:46pm
Rule

Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages.

The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.

When you’re first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save.

An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster’s spell DC.

On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.

If you fail the initial saving throw, after the affliction’s onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead.

Some afflictions have onset times. For these afflictions, once you fail your initial save, you don’t gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw.

If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover.

An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.

At the end of a stage’s listed interval, you must attempt a new saving throw.

On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage.

Afflictions with the virulent trait are harder to remove. You must succeed at two consecutive saves to reduce a virulent affliction’s stage by 1. These saves are made over the course of two intervals, not both at once. A critical success reduces a virulent affliction’s stage by only 1 instead of by 2.

If the affliction’s stage is ever reduced below stage 1, the affliction ends and you don’t need to attempt further saves unless you’re exposed to the affliction again.

If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage.

An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage.

Multiple exposures to the same Curse or Disease currently affecting you have no effect.

For a Poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you’re within the poison’s onset period, though it doesn’t change the onset length.

Fast RecoveryAfflictionImproves saves against disease and poison.

Agile

22nd July 2020 at 12:12pm
Weapon Trait

The Multiple Attack Penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.

Agile Feet

4th August 2020 at 8:30pm
Cleric Focus Spell Manipulate Somatic Spell Transmutation Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
Range
Area
Target
Save
DurationUntil the end of the current turn
DomainTravel

The blessings of your god make your feet faster and your movements more fluid.

You gain a +5-foot status bonus to your Speed and ignore Difficult Terrain.

As part of casting agile feet, you can Stride or Step; you can instead Burrow, Climb, Fly, or Swim if you have the appropriate Speed.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Agitate

2nd August 2020 at 10:50pm
Arcane Concentrate Enchantment Manipulate Mental Nonlethal Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
DurationVaries
Domain

You send the target’s mind and body into overdrive, forcing it to become restless and hyperactive.

During the duration, the target must Stride at least once each turn or take 2d8 Mental damage that turn.

The duration of this effect depends on the target’s Will save.

Heightened (+1) The damage increases by 2d8.

Critical SuccessThe spell has no effect.
SuccessThe duration is 1 round.
FailureThe duration is 2 rounds.
Critical FailureThe duration is 4 rounds.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Agonizing Despair

1st August 2020 at 3:55pm
Arcane Concentrate Divine Emotion Enchantment Fear Manipulate Mental Occult Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
Range60 feet
Area
Target1 creature
Save Will
Duration
Domain

Your target’s mind tumbles down a deep well of dread, dwelling so intently on deep-seated fears that it’s painful.

The target takes 4d6 Mental damage with a Will saving throw.

Heightened (+1) Increase the damage by 2d6.

Critical SuccessThe target is unaffected.
SuccessThe target takes half damage and becomes Frightened 1.
FailureThe target takes full damage and becomes Frightened 2.
Critical FailureThe target takes double damage and becomes Frightened 3.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Veil of ConfidenceFearOn fumbled save, spell ends and frightened is 1 greater.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Aid

26th June 2020 at 9:39pm
Action Reaction

You try to help your ally with a task.

To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you’re trying to help, and they determine whether you can Aid your ally.

When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20, but the GM might adjust this DC for particularly hard or easy tasks.

The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.

Critical SuccessYou grant your ally a +2 circumstance bonus to the triggering check. If you’re a master with the check you attempted, the bonus is +3, and if you’re legendary, it’s +4.
SuccessYou grant your ally a +1 circumstance bonus to the triggering check.
Failure
Critical FailureYour ally takes a –1 circumstance penalty to the triggering check.
Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Distracting PerformanceAidUse Performance to create diversion for an ally.
Inspire CompetenceAidAid with Performance and promote non-fumble fails.
Litany of Self-InterestAidPrevents aiding other creatures.
Loyal EmpathAidCan aid Will saves.
Steadfast AllyLoyal EmpathRemoves need to prepare.
Faerie DustReactionCan't be used while affected.

Air

4th August 2020 at 9:20pm
Trait

Trait

Effects with the air trait either manipulate or conjure air.

Those that manipulate air have no effect in a vacuum or in areas without air.

Creatures with this trait consist primarily of air or have a magical connection to that element.

Air (Domain)

4th August 2020 at 9:20pm
Domain

You can control winds and the weather.

Basic Domain Spell: Pushing Gust

Advanced Domain Spell: Disperse into Air

Air Bubble

7th August 2020 at 7:34pm
Air Arcane Concentrate Conjuration Divine Primal Reaction Spell Verbal

Level1
Components Verbal
Cast Time
Range60 feet
Area
TargetThe triggering creature
Save
Duration1 minute
Domain

Trigger A creature within range enters an environment where it can’t breathe.

A bubble of pure air appears around the target’s head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.

AirThis may not work in vacuum or without air.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
PrimalThis spell can be identified using Nature.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Faerie DustReactionCan't be used while affected.

Air Walk

5th August 2020 at 11:37pm
Air Concentrate Divine Manipulate Primal Somatic Spell Transmutation Verbal

Level4
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration5 minutes
Domain

The target can walk on air as if it were solid ground.

It can ascend and descend in this way at a maximum of a 45-degree angle.

AirThis may not work in vacuum or without air.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Aiudara Seeker

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Age Of Ashes 6.

Stat ChoicesIntelligence Wisdom
SkillArcana
LorePortal
FeatQuick Identification

Alarm

5th August 2020 at 11:38pm
Abjuration Arcane Auditory Concentrate Divine Manipulate Material Mental Occult Primal Somatic Spell Verbal

You ward an area to alert you when creatures enter without your permission.

When you cast alarm, select a password.

Whenever a Small or larger corporeal creature enters the spell’s area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the Mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the Auditory trait).

Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up.

A creature aware of the alarm must succeed at a Stealth check against the spell’s DC or trigger the spell when moving into the area.

Heightened (3rd) You can specify criteria for which creatures sound the alarm spell—for instance, orcs or masked people.

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.

Alchemical Alacrity

6th August 2020 at 10:20pm
Ability

Your comfort in concocting items is such that you can create three at a time.

When using the Quick Alchemy action, you can spend up to three batches of infused reagents to make up to three alchemical items as described in that action. These items do not have to be the same.

Alchemical Crafting

20th July 2020 at 11:05pm
Feat General Skill

Prerequisites Trained in Crafting.

You can use the Craft activity to create Alchemical items.

When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

Feat Type Skill
Level1
Skill Crafting
RequirementT
Requires

Alchemical Expertise

6th August 2020 at 10:16pm
Ability

Constant practice has increased the effectiveness of your concoctions.

Your proficiency rank for your alchemist class DC increases to expert.

Alchemical Familiar

23rd July 2020 at 7:46pm
Ability Alchemist Class Feat

You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood.

This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process.

Like other familiars, your alchemical familiar assists you in your laboratory and on adventures.

The Familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers.

Feat Type Class
Level1
Requires
ClassAlchemist

Alchemical Mastery

6th August 2020 at 10:23pm
Ability

Your alchemical concoctions are incredibly effective.

Your proficiency rank for your alchemist class DC increases to master.

Alchemical Savant

23rd July 2020 at 7:46pm
Ability Alchemist Class Feat

Prerequisites Trained in Crafting.

You can identify alchemical items quickly.

When using the Crafting skill to Identify Alchemy on an alchemical item you hold, you can do so as a single action, which has the Concentrate and Manipulate traits, instead of spending 10 minutes.

If you have the formula for the item you are attempting to identify, you gain a +2 circumstance bonus to your check, and if you roll a critical failure, you get a failure instead.

Feat Type Class
Level1
Requires
ClassAlchemist

Alchemical Weapon Expertise

8th July 2020 at 8:40pm
Ability

You’ve trained to more effectively wield the weapons you find in your lab.

Your proficiency ranks for Simple weapons and alchemical bombs increase to expert.

Alchemist

6th August 2020 at 10:55pm
Class

Splats

Bomber
Chirurgeon
Mutagenist
Toxicologist

Class Features

LevelFeatures
1Alchemical Crafting, Infused Reagents, Advanced Alchemy, Quick Alchemy, +2 Formulas
2+2 Formulas
3+2 Formulas
4+2 Formulas
5Splat Feature, +2 Formulas
6+2 Formulas
7Alchemical Weapon Expertise, Iron Will, Perpetual Infusions, +2 Formulas
8+2 Formulas
9Alchemical Expertise, Alertness, Double Brew, +2 Formulas
10+2 Formulas
11Juggernaut, Perpetual Potency, +2 Formulas
12+2 Formulas
13Splat Feature, Light Armor Expertise, Weapon Specialization, +2 Formulas
14+2 Formulas
15Alchemical Alacrity, Evasion, +2 Formulas
16+2 Formulas
17Alchemical Mastery, Perpetual Perfection, +2 Formulas
18+2 Formulas
19Light Armor Mastery, +2 Formulas
20+2 Formulas

Class Feats

LevelFeats
1 Alchemical Familiar
Alchemical Savant
Far Lobber
Quick Bomber
Subtle Delivery
2 Demolition Charge
Poison Resistance
Revivifying Mutagen
Smoke Bomb
4 Calculated Splash
Efficient Alchemy
Enduring Alchemy
Healing Bomb
Tenacious Toxins
6 Combine Elixirs
Directional Bombs
Sticky Poison
8 Feral Mutagen
Perpetual Breadth (Requires Perpetual Infusions)
Pinpoint Poisoner
Powerful Alchemy
Sticky Bomb
10 Elastic Mutagen
Expanded Splash (Requires Calculated Splash)
Greater Debilitating Bomb (Requires Debilitating Bomb)
Merciful Elixir
Potent Poisoner (Requires Powerful Alchemy)
Unstable Concoction
12 Extend Elixir
Invincible Mutagen
Shaped Containment
Uncanny Bombs (Requires Far Lobber)
14 Glib Mutagen
Greater Merciful Elixir (Requires Merciful Elixir)
True Debilitating Bomb (Requires Greater Debilitating Bomb)
16 Chemical Contagion
Eternal Elixir (Requires Extend Elixir)
Exploitive Bomb
Genius Mutagen
Persistent Mutagen (Requires Extend Elixir)
18 Improbable Elixirs
Mindblank Mutagen
Miracle Worker
Perfect Debilitation
20 Craft Philosopher's Stone
Mega Bomb (Requires Expanded Splash)
Perfect Mutagen

Alertness

8th July 2020 at 8:44pm
Ability

You remain alert to threats around you.

Your proficiency rank for Perception increases to expert.

Alkenstar Tinker

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesDexterity Intelligence
SkillCrafting
LoreEngineering
FeatAlchemical Crafting

All-Around Vision

27th June 2020 at 7:27pm
Ability

This monster can see in all directions simultaneously, and therefore can’t be Flanked.

Allegro

6th August 2020 at 12:11am
Bard Cantrip Composition Concentrate Emotion Enchantment Focus Spell Mental Spell Uncommon Verbal

Level7
Components Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 ally
Save
Duration1 round
Domain

You perform rapidly, speeding up your ally.

The ally becomes Quickened and can use the additional action to Strike, Stride, or Step.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Alter Reality

5th August 2020 at 11:38pm
Concentrate Divination Manipulate Material Occult Somatic Spell Verbal

You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects:

  • Duplicate any occult spell of 9th level or lower.
  • Duplicate any non-occult spell of 7th level or lower.
  • Produce any effect whose power is equivalent to any occult spell 9th level or lower, or non occult spell 7th level or lower.
  • Reverse certain effects that refer to the Wish spell

At the GM’s discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect.

Occult spells that can be duplicated: Abyssal Plague, Agitate, Agonizing Despair, Alarm, Animate Dead, Animate Rope, Animated Assault, Animus Mine, Anticipate Peril, Antimagic Field, Augury, Bane, Banishment, Bestial Curse, Bind Soul, Bind Undead, Black Tentacles, Blanket of Stars, Bless, Blinding Fury, Blink, Blister, Blistering Invective, Blur, Calm Emotions, Charitable Urge, Charm, Chill Touch, Chroma Leach, Chromatic Wall, Circle of Protection, Clairaudience, Clairvoyance, Cloak of Colors, Collective Transposition, Color Spray, Command, Comprehend Language, Confusion, Continual Flame, Countless Eyes, Cozy Cabin, Crushing Despair, Cup of Dust, Curse of Lost Time, Dancing Lights, Darkness (Spell), Darkvision, Daze, Deafness, Death Knell, Death Ward, Deja Vu, Detect Alignment, Detect Magic, Detect Scrying, Dimension Door, Dimensional Anchor, Dimensional Lock, Disappearance, Discern Lies, Discern Location, Dispel Magic, Dominate, Dream Council, Dream Message, Dreaming Potential, Dull Ambition, Duplicate Foe, Endure, Energy Aegis, Enervation, Enthrall, Ethereal Jaunt, Exchange Image, Faerie Fire, False Life, False Vision, Familiar's Face, Fear, Feast of Ashes, Feeblemind, Final Sacrifice, Fly (Spell), Forbidding Ward, Force Cage, Foresight, Forgotten Lines, Gaseous Form, Gentle Repose, Ghost Sound, Ghostly Tragedy, Ghostly Weapon, Ghoulish Cravings, Glibness, Globe of Invulnerability, Glyph of Warding, Gravity Well, Grim Tendrils, Hallucination, Hallucinatory Terrain, Haste, Heroism, Hideous Laughter, Humanoid Form, Hypercognition, Hypnotic Pattern, Ill Omen, Illusory Disguise, Illusory Object, Imprint Message, Invisibility Sphere, Invisibility, Invisible Item, Item Facade, Join Pasts, Knock, Know Direction, Levitate, Liberating Command, Light, Locate, Lock, Mage Armor, Mage Hand, Magic Aura, Magic Missile, Magic Mouth, Magic Weapon, Magnificent Mansion, Mariner's Curse, Mask of Terror, Maze, Mending, Message Rune, Message, Mind Blank, Mind Probe, Mind Reading, Mindlink, Mirror Image, Misdirection, Mislead, Modify Memory, Nightmare, Nondetection, Object Reading, Outcast's Curse, Overwhelming Presence, Paranoia, Penumbral Shroud, Pet Cache, Phantasmal Calamity, Phantasmal Killer, Phantasmal Treasure, Phantom Pain, Phantom Steed, Plane Shift, Possession (Spell), Prestigitation, Prismatic Sphere, Prismatic Spray, Prismatic Wall, Private Sanctum, Project Image, Protection (Spell), Prying Eye, Ray of Enfeeblement, Read Aura, Read Omens, Reaper's Lantern, Remove Curse, Remove Fear, Remove Paralysis, Repulsion, Resilient Sphere, Resist Energy, Resplendent Mansion, Restoration, Restore Senses, Retrocognition, Reverse Gravity, Rope Trick, Sanctuary, Scintillating Pattern, Scintillating Safeguard, Scrying, Sculpt Sound, Seal Fate, Secret Chest, Secret Page, See Invisibility, Sending, Shadow Blast, Shadow Siphon, Shadow Walk, Share Lore, Shatter, Shield, Sigil, Silence, Sleep, Slow, Soothe, Sound Burst, Spectral Hand, Spell Immunity, Spellwrack, Spirit Blast, Spirit Link, Spirit Sense, Spirit Song, Spiritual Anamnesis, Spiritual Epidemic, Spiritual Weapon, Status, Strange Geometry, Subconscious Suggestion, Suggestion, Summon Entity, Summon Fey, Summon Instrument, Synaptic Pulse, Synesthesia, Talking Corpse, Telekinetic Haul, Telekinetic Maneuver, Telekinetic Projectile, Telepathic Bond, Telepathic Demand, Telepathy (Spell), Teleport, Thoughtful Gift, Threefold Aspect, Time Beacon, Tongues, Touch of Idiocy, True Seeing, True Strike, Uncontrollable Dance, Undetectable Alignment, Unfathomable Song, Unrelenting Observation, Unseen Servant, Vampiric Exsanguination, Vampiric Maiden, Vampiric Touch, Veil, Ventriloquism, Vibrant Pattern, Visions of Danger, Vomit Swarm, Wail of the Banshee, Wall of Flesh, Wall of Force, Warp Mind, Weird, Whirling Scarves, Zealous Conviction, Zone of Truth,

Non-Occult spells that can be duplicated: Aberrant Whispers, Abundant Step, Abyssal Wrath, Acid Arrow, Acid Splash, Acid Storm, Acidic Burst, Aerial Form, Agile Feet, Air Bubble, Air Walk, Allegro, Anathematic Reprisal, Ancestral Memories, Angelic Halo, Angelic Wings, Animal Form, Animal Messenger, Animal Vision, Ant Haul, Appearance of Wealth, Aqueous Orb, Arcane Countermeasure, Artistic Flourish, Athletic Rush, Baleful Polymorph, Barkskin, Befuddle, Bit of Luck, Blade Barrier, Blind Ambition, Brand the Impenitent, Breath of Life, Burning Hands, Captivating Adoration, Celestal Brand, Chain Lightning, Chameleon Coat, Champion's Sacrifice, Charming Touch, Chilling Darkness, Chilling Spray, Cloak of Shadow, Cloudkill, Commanding Lash, Competitive Edge, Cone of Cold, Contingency, Control Water, Counter Performance, Crashing Wave, Create Food, Create Water, Creation (Spell), Crisis of Faith, Cry of Destruction, Darkened Eyes, Dazzing Flash, Death's Call, Delusional Pride, Destructive Aura, Detect Poison, Diabolic Edict, Dinosaur Form, Dirge of Doom, Disintegrate, Dismantle, Disperse into Air, Disrupt Undead, Disrupting Weapons, Divine Decree, Divine Lance, Divine Vessel, Divine Wrath, Downpour, Dragon Breath, Dragon Claws, Dragon Form, Dragon Wings, Drain Life, Dreamer's Call, Drop Dead, Earthbind, Eclipse Burst, Electric Arc, Elemental Burst, Elemental Form, Elemental Motion, Embrace the Pit, Endure Elements, Enduring Might, Enhance Victuals, Enlarge, Entangle, Eradicate Undeath, Expeditious Excavation, Extend Spell, Face in the Crowd, Faerie Dust, Feather Fall, Feet to Fins, Fey Disappearance, Field of Life, Fiery Body, Finger of Death, Fire Ray, Fire Seeds, Fire Shield, Fireball, Flame Barrier, Flame Strike, Flaming Sphere, Fleet Step, Flesh to Stone, Floating Disk, Forced Quiet, Freedom of Movement, Fungal Hyphae, Fungal Infestation, Glimpse the Truth, Glitterdust, Goblin Pox, Goodberry, Grease, Grisly Growths, Gust of Wind, Harm, Heal Animal, Heal, Healer's Blessing, Heat Metal, Holy Cascade, House of Imaginary Walls, Hurtling Stone, Hydraulic Torrent, Hymn of Healing, Ice Storm, Illusory Creature, Impaling Spike, Insect Form, Inspire Competence, Inspire Courage, Inspire Defense, Inspire Heroics, Iron Gut, Jump, Ki Blast, Ki Rush, Ki Strike, Know the Enemy, Lay on Hands, Lightning Bolt, Lightning Storm, Lingering Composition, Litany Against Sloth, Litany Against Wrath, Litany of Depravity, Litany of Righteousness, Litany of Self-Interest, Localized Quake, Longstrider, Loremaster's Etude, Lucky Break, Mad Monkeys, Magic Fang, Magic Stone, Magic's Vessel, Malignant Sustenance, Meld into Stone, Moon Frenzy, Moonbeam, Mystic Beacon, Nature's Bounty, Negate Aroma, Noxious Vapors, Obscuring Mist, Ode to Ouroborus, Overstuff, Pass Without Trace, Passwall, Perfected Form, Perfected Mind, Pest Form, Plant Form, Positive Luminance, Power Word Blind, Precious Metals, Primal Summons, Produce Flame, Protector's Sacrifice, Protector's Sphere, Pulse of the City, Pummeling Rubble, Purify Food and Drink, Purple Worm Sting, Pushing Gust, Quench, Raise Dead, Ray of Frost, Read Fate, Rebuke Death, Reflective Scales, Regenerate, Remove Disease, Retributive Pain, Righteous Might, Rusting Grasp, Safe Passage, Safeguard Secret, Sanctified Ground, Savor the Sting, Scholarly Recollection, Searing Light, Shape Stone, Shape Wood, Shared Nightmare, Shattering Gem, Shield Other, Shifting Sand, Shillelagh, Shocking Grasp, Shockwave, Show the Way, Shrink Item, Shrink, Silver's Refrain, Slough Skin, Snowball, Solid Fog, Song of Marching, Song of Strength, Soothing Ballad, Soothing Words, Speak With Animals, Speak With Plants, Spell Turning, Spider Climb, Spider Sting, Spike Stones, Spiritual Guardian, Splash of Art, Stabilize, Stinking Cloud, Stone Tell, Stone to Flesh, Stoneskin, Stormwind Flight, Sudden Blight, Sudden Shift, Summon Animal, Summon Celestial, Summon Construct, Summon Dragon, Summon Elemental, Summon Fiend, Summon Giant, Summon Plant or Fungus, Sunburst, Sweet Dream, Symphony of the Unfettered Heart, Take its Course, Tanglefoot, Tangling Creepers, Tempest Surge, Temporary Tool, Tempt Fate, Tether, Tidal Surge, Touch of Corruption, Touch of Obedience, Touch of the Moon, Touch of Undeath, Transmute Rock and Mud, Traveler's Transit, Tree Shape, Tree Stride, Trickster's Twin, Triple Time, True Target, Unfettered Pack, Unimpeded Stride, Unity, Veil of Confidence, Vibrant Thorns, Vital Beacon, Volcanic Eruption, Waking Nightmare, Wall of Fire, Wall of Ice, Wall of Stone, Wall of Thorns, Wall of Wind, Water Breathing, Water Walk, Weapon Storm, Weapon Surge, Web, Wholeness of Body, Wild Morph, Wild Shape, Wild Winds Stance, Wind Jump, Word of Freedom, Word of Truth, Zeal for Battle,

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall57DivinationBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Ambition

4th August 2020 at 9:07pm
Domain

You strive to keep up with and outpace the competition.

Basic Domain Spell: Blind Ambition

Advanced Domain Spell: Competitive Edge

Amnesiac

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesFree Free
Skill
Lore
FeatAmnesiac Special

Amphibious

25th July 2020 at 4:48pm
Trait

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours.

These creatures often have a swim Speed.

Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater.

Anathematic Reprisal

5th August 2020 at 11:38pm
Concentrate Divine Enchantment Manipulate Mental Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
Range30 Feet
Area
TargetTriggering Creature
Save Will
Duration
Domain

You punish a creature that transgresses against your deity, drawing upon the anguish you feel upon seeing one of your deity’s anathema committed.

You can cast this spell only when a creature actively commits a unique act of anathema. For example, if creating undead were anathema to your deity, you could use anathematic reprisal on a necromancer who had just created undead in front of you, but not on an undead creature just for existing.

You deal 4d6 mental damage to the target, but a basic Will save can reduce this damage. If it fails, it is also stupefied 1 for 1 round.

The creature is then temporarily immune for 1 minute.

Heightened (+1) The damage increases by 1d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Ancestral Memories

7th August 2020 at 7:34pm
Concentrate Divination Focus Spell Sorcerer Spell Uncommon Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range
Area
TargetYou
Save
Duration1 minute
Domain

The memories of long-dead spellcasters grant you knowledge in a specific skill.

Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill.

If you attempt a task or activity that lasts beyond this spell’s duration, use the lower proficiency modifier.

Heightened (6th) You temporarily become an expert in the skill you choose.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
ChromaWall57DivinationBlocked by Indigo wall.

Ancestral Paragon

29th June 2020 at 8:35pm
Feat General

Whether through instinct, study, or magic, you feel a deeper connection to your ancestry.

You gain a 1st-level Ancestry Feat.

Feat Type General
Level3
Requires

Ancestry

1st August 2020 at 11:02pm

AncestryStrDexConIntWisCha
Catfolk + - +
Dwarf + + -
Elf + - +
Gnome - + +
Goblin + - +
Halfling - + +
Hobgoblin + + -
Human
Kobold + - +
Leshy + - +
Lizardfolk + - +
Orc +
Ratfolk - + +
Shoony + - +
Tengu +

AncestrySummary

1st August 2020 at 10:32pm
Base HP
Size
Speed
Boosts
Flaws
Languages

Special Abilities

Heritages

Level 1 AncestrySummary Feats

Level 5 AncestrySummary Feats

Level 9 AncestrySummary Feats

Level 13 AncestrySummary Feats

Level 17 AncestrySummary Feats

Ancient-Blooded Dwarf

6th August 2020 at 5:03pm
Dwarf Heritage

Angel

25th July 2020 at 4:47pm
Trait

This family of celestials is native to the plane of Nirvana.

Most angels are neutral good, have Darkvision, and have a weakness to Evil damage.

Angelic Halo

7th August 2020 at 2:50am
Abjuration Concentrate Focus Spell Good Sorcerer Spell Uncommon Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range
Area15 foot Emanation
Target
Save
Duration1 minute
Domain

You gain an angelic halo with an aura that increases allies’ healing from the heal spell.

Heal spells gain a +2 status bonus to Hit Points healed to your allies in the area.

Heightened (+1) The status bonus increases by 2.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
GoodGood damage harms only evil creatures.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Angelic Wings

7th August 2020 at 2:51am
Concentrate Evocation Focus Spell Light Manipulate Somatic Sorcerer Spell Uncommon Verbal

Level3
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration3 rounds
Domain

Wings of pure light spread out from your back, granting you a fly Speed equal to your Speed.

Your wings cast Bright Light in a 30-foot radius.

When this spell’s duration would end, if you’re still flying, you float to the ground, as Feather Fall.

Heightened (5th) The duration increases to 1 minute.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Animal

25th July 2020 at 4:47pm
Trait

An animal is a creature with a relatively low intelligence.

It typically doesn’t have an Intelligence modifier above –4, can’t speak languages, and can’t be trained in Intelligence-based skills.

Animal Form

7th August 2020 at 7:35pm
Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal

You call upon primal energy to transform yourself into a Medium animal battle form.

When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics.

While in this form, you gain the Animal trait.

You can Dismiss the spell.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 5 temporary Hit Points.
  • Low-Light Vision and imprecise scent 30 feet.
  • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
  • Athletics modifier of +9, unless your own modifier is higher.

You also gain specific abilities based on the type of animal you choose:

  • Ape Speed 25 feet, climb Speed 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
  • Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
  • Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
  • Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
  • Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
  • Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
  • Frog Speed 25 feet, swim Speed 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
  • Shark swim Speed 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
  • Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.

Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.

Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.

Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Animal Instinct

6th August 2020 at 10:53pm
Barbarian Splat

The fury of a wild predator fills you when you Rage, granting you ferocious unarmed attacks. Cultures that revere vicious animals (such as apes or bears) give rise to barbarians with this instinct. You might also be at war with an uncontrollable, animalistic side of your personality, or you might be a descendant of a werewolf or another werecreature.

Anathema: Flagrantly disrespecting an animal of your chosen kind is anathema to your instinct, as is using weapons while raging.

AnimalAttackDamageTraits
ApeFist1d10 BGrapple, unarmed
BearJaws1d10 PUnarmed
Claw1d6 SAgile, unarmed
BullHorn1d10 PShove, unarmed
CatJaws1d10 PUnarmed
Claw1d6 SAgile, unarmed
DeerAntler1d8 PCharge, unarmed
FrogJaws1d10 BUnarmed
Tongue1d4 BAgile, unarmed
SharkJaws1d10 PGrapple, unarmed
SnakeFangs1d10 PGrapple, unarmed
WolfJaws1d10 PTrip, unarmed

Bestial Rage (Instinct Ability) When you Rage, you gain your chosen animal’s unarmed attack (or attacks). These attacks are in the brawling group. Your Rage action gains the Morph , Primal , and Transmutation traits.

Specialization Ability Increase the damage die size for the unarmed attacks granted by your chosen animal by one step, and increase the additional damage from Rage from 2 to 5 for your chosen animal’s unarmed attacks. The frog’s tongue attack and deer’s antler attack gain reach 10 feet. If you have Greater Weapon Specialization, increase the damage from Rage from 5 to 12 for your chosen animal’s unarmed attacks.

Raging Resistance You resist piercing and slashing damage.

True SeeingTransmutationRolls automatic Counteract check to see real form.

Animal Messenger

5th August 2020 at 11:39pm
Concentrate Manipulate Material Primal Somatic Spell Verbal

Level2
Components Material Somatic Verbal
Cast Time1 minute
Range120 feet
Area
Target
Save
DurationSee text
Domain

You offer a gift of food, and an ordinary Tiny wild animal within range approaches to eat it.

You imprint the image, direction, and distance of an obvious place or landmark well known to you within the animal.

Optionally, you can attach a small object or note up to light Bulk to it.

The animal does its best to reach the destination; if it makes it there, it waits nearby until the duration expires, allowing other nonhostile creatures to approach it and remove the attached object.

If there are no Tiny wild animals in range, the spell is lost.

The spell ends after 24 hours or when a creature removes the attached object, whichever happens first.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Animal Rage

25th July 2020 at 5:42pm
Action Barbarian Class Concentrate Feat Instinct Polymorph Primal Rage Transmutation

Prerequisites Animal Instinct.

You transform into your animal.

You gain the effects of the 3rd-level Animal Form spell except you use your own statistics, temporary Hit Points, and unarmed attacks instead of those granted by animal form.

You also retain the constant abilities of your gear.

If your animal is a frog, your tongue’s reach increases to 15 feet.

Dismissing the transformation gains the Rage trait.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level8
Requires
ClassBarbarian
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
PrimalThis spell can be identified using Nature.
RageYou have to be raging to use this.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Animal Skin

23rd July 2020 at 11:01pm
Barbarian Class Feat Instinct Morph Primal Transmutation

Prerequisites Animal Instinct.

Your proficiency in unarmored defense increases to expert.

While you are raging and unarmored, your skin transforms into a thick hide resembling your animal’s skin. You gain a +1 status bonus to AC instead of taking a –1 penalty to AC; if you have the Greater Juggernaut class feature, this status bonus increases to +2.

The thickness of your hide gives you a Dexterity modifier cap to your AC of +3.

Feat Type Class
Level6
Requires
ClassBarbarian
PrimalThis spell can be identified using Nature.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Animal Vision

5th August 2020 at 11:39pm
Concentrate Divination Manipulate Material Mental Primal Somatic Spell Verbal

Level3
Components Material Somatic Verbal
Cast Time1 minute
Range120 feet
Area
Target1 animal
Save Will
Duration1 hour
Domain

You tap into the target's senses, allowing you to see, hear, and otherwise sense whatever it senses for the spell's duration.

If the target wishes to prevent you from doing so, it can attempt a Will save, negating the spell on a success, but most animals don't bother to do so.

While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the Concentrate trait.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Animal Whisperer

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesCharisma Wisdom
SkillNature
Lore*Per Terrain
FeatTrain Animal

Animal Wrangler

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Extinction Curse Player's Guide.

Stat ChoicesStrength Wisdom
SkillAthletics Nature
Lore*Per Animal
FeatTitan Wrestler or Train Animal

Animate Dead

1st August 2020 at 3:56pm
Arcane Concentrate Divine Manipulate Material Necromancy Occult Somatic Spell Verbal

Level1
Components Somatic Verbal Material
Cast Time
Range30 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command.

You summon a common creature that has the Undead trait and whose level is –1; this creature gains the Summoned trait.

Heightening the spell increases the maximum level of creature you can summon.

Heighten LevelSummon Level
1-1
21
32
43
55
67
79
811
913
1015
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Animate Rope

1st August 2020 at 3:59pm
Arcane Concentrate Manipulate Occult Somatic Spell Transmutation Verbal

Level1
Components Somatic Verbal
Cast Time
Range100 feet
Area
TargetUp to 50 feet of rope or a nonliving rope-like object
Save
DurationSustained up to 1 minute
Domain

You cause a length or section of rope or a rope-like object to animate and follow simple commands.

You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell.

  • Bind Attack The rope attempts to partially bind a creature. Attempt a spell attack roll against the target’s Reflex DC. If you succeed, the target takes a –10-foot circumstance penalty to its Speed (–20-foot on a critical success). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2, HP 8, and a Broken Threshold of 4.)
  • Coil The rope forms a tidy, coiled stack.
  • Crawl The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn’t need to be horizontal.
  • Knot The rope ties a sturdy knot in itself.
  • Loop The rope forms a simple loop at one or both ends, or straightens itself back out.
  • Tie The rope ties itself around a Willing creature or an object that’s unattended or attended by a willing creature.
  • Undo The rope undoes one of its knots, ties, or bindings.

Heightened (+2) The range increases by 50 feet, and you can animate 50 more feet of rope.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Animated Assault

1st August 2020 at 4:01pm
Arcane Concentrate Evocation Manipulate Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range120 feet
Area10 foot Burst
Target
Save Reflex
DurationSustained up to 1 minute
Domain

You use your mind to manipulate unattended objects in the area, temporarily animating them to attack. The objects hover in the air, then hurl themselves at nearby creatures in a chaotic flurry of debris.

This assault deals 2d10 bludgeoning damage (basic Reflex save) to each creature in the area.

On subsequent rounds, you can Sustain this Spell, dealing 1d10 bludgeoning damage (basic Reflex save) to each creature in the area.

Heightened (+2) The initial damage increases by 2d10 and the subsequent damage increases by 1d10.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Animus Mine

6th August 2020 at 7:22pm
Abjuration Concentrate Manipulate Mental Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save Will
Duration1 hour
Domain

You implant a mental mine within your psyche that detonates against anyone attempting to manipulate your thoughts.

You can use a single action, which has the Concentrate trait, to suppress the effects of the mine for 1 round to allow someone to safely use a Mental effect on you.

You can Dismiss the spell.

The first creature that uses a mental effect against you triggers the animus mine, causing the spell to end. The animus mine deals 4d8 mental damage to the triggering creature, which must attempt a Will save.

Heightened (+1) The damage increases by 2d8.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes half damage.
FailureThe creature takes full damage and is Stunned 1.
Critical FailureThe creature takes double damage and is Stunned 1. You are unaffected by the triggering mental effect.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57MentalBlocked by Indigo wall.

Ant Haul

5th August 2020 at 11:39pm
Arcane Concentrate Manipulate Primal Somatic Spell Transmutation Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration8 hours
Domain

You reinforce the target's musculoskeletal system to bear more weight.

The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Anticipate Peril

2nd August 2020 at 11:06pm
Arcane Concentrate Divination Manipulate Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
Duration10 minutes
Domain

You grant the target brief foresight.

The target gains a +1 status bonus to its next Initiative roll within the duration, after which the spell ends.

Heightened (+2) The status bonus increases by 1, to a maximum of +4 at 7th level.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Antimagic Field

5th August 2020 at 11:39pm
Abjuration Arcane Concentrate Divine Manipulate Material Occult Rare Somatic Spell Verbal

Level8
Components Somatic Verbal Material
Cast Time
Range
Area10 foot Emanation
Target
Save
DurationSustained up to 1 minute
Domain

You repel all magic from the target area, preventing spells and other magic from functioning.

Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities.

Likewise, spells such as Dispel Magic can't affect the field itself unless they are of a higher level.

Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are both outside the field). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and resume functioning when they exit the field.

The ability boost from an apex item isn't suppressed within the field.

Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field.

The field disrupts only magic, so a +3 longsword still functions as a longsword.

Magically created creatures (such as golems) function normally within an antimagic field.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
RareYou can't gain this unless a plot gives it to you.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Anvil Dwarf

1st August 2020 at 10:28pm
Dwarf Heritage

You become trained in Crafting (or another skill if you were already trained in Crafting) and gain the Specialty Crafting skill feat, but you can pick two different specialties instead of one.

AoA3Feat

6th August 2020 at 12:22am

This feat has special plot requirements that are described in Age of Ashes 3: Tomorrow Must Burn.

AoA3Spell

6th August 2020 at 12:26am

This spell has special plot requirements that are described in Age of Ashes 3: Tomorrow Must Burn.

AoA5Feat

6th August 2020 at 12:37am

This Feat has special plot prerequisites that are described in Age of Ashes 5: Against the Scarlet Triad.

Appearance of Wealth

4th August 2020 at 8:32pm
Cleric Concentrate Focus Spell Illusion Manipulate Material Spell Uncommon Verbal

Level1
Components Verbal Material 1 Focus Point
Cast Time
Range30 feet
Area5 foot Burst
Target
Save Will
DurationSustained up to 1 minute
DomainWealth

You create a brief vision of immense wealth filling the spell’s area.

Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw.

A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell.

As long as you Sustain the Spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated.

Critical SuccessThe creature disbelieves the illusion and is unaffected by it.
SuccessThe creature is Fascinated by the wealth until it has completed its first action on its next turn.
FailureThe creature is Fascinated by the illusion.
Critical Failure
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.

Aquatic

25th July 2020 at 4:48pm
Trait

Aquatic creatures are at home underwater.

Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater.

Aquatic creatures can breathe water but not air.

Aquatic Ambush

27th June 2020 at 7:29pm
Action

Requirements The monster is hiding in water and a creature that hasn’t detected it is within the listed number of feet.

The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land.

Once the creature is in reach, the monster makes a Strike against it. The creature is Flat-Footed against this Strike.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Aquatic Combat

27th July 2020 at 12:17am
Rule

Use these rules for battles in water or underwater:

  • You’re Flat-Footed unless you have a swim Speed.
  • You gain resistance 5 to Acid and Fire .
  • You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
  • Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.
  • You can’t cast fire spells or use actions with the Fire trait underwater.
  • At the GM’s discretion, some ground-based actions might not work underwater or while floating.
  • As written, Electricity effects do not conduct differently through water.
AmphibiousAquatic CombatRemoves -2 penalty on bludgeoning and slashing unarmed strikes.
AquaticAquatic CombatRemoves -2 penalty for bludgeoning and slashing unarmed Strikes.
Underwater MarauderAquatic CombatNot flat-footed and ignore penalties for bludgeoning/slashing.

Aqueous Orb

1st August 2020 at 4:07pm
Arcane Concentrate Conjuration Manipulate Primal Somatic Spell Verbal Water

Level3
Components Somatic Verbal
Cast Time
Range60 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

A sphere of water 10 feet in diameter forms in an unoccupied space in range, either on the ground or on the surface of a liquid.

When you Cast the Spell and each time you Sustain the Spell, you can roll the orb, moving it up to 10 feet along the ground or the surface of a liquid. Unlike most spells, you can gain this effect multiple times in the same round by Sustaining the Spell multiple times.

The orb can move through the spaces of any creatures or obstacles that wouldn’t stop the flow of water.

It extinguishes non-magical fires it moves through of its size or smaller, and it attempts to Counteract any magical fires it moves through. If it fails to counteract a given fire, it can’t counteract that fire for the duration of the spell.

The orb can also collect creatures it moves through. Any Large or smaller creature whose space the orb tries to move through can attempt a Reflex save against your spell DC to avoid being engulfed. If a creature succeeds at this save, it can either let the orb pass (remaining in its space or moving out of the orb’s path into a space of the creature’s choice) or allow itself to be pushed in front of the orb to the end of the orb’s movement.

The orb can try to Engulf the same creature only once per turn, even if you roll it onto a creature’s space more than once.

A creature that fails its save is pulled into the orb. It becomes Grabbed, moves along with the orb, and must hold its breath or begin Suffocating (unless it can breathe in water).

An engulfed Medium or smaller creature and anyone trying to affect that creature follow the normal rules for aquatic battles.

An engulfed Large creature is usually big enough that parts of it stick out from the water, and it can reach out of the water.

An engulfed creature can get free either by Swimming with a successful DC 10 Athletics check or by Escaping against your spell DC. A creature that critically failed its Reflex save is further stuck and must attempt to Escape instead of Swim.

A freed creature exits the orb’s space and can immediately breathe.

The orb can contain as many creatures as can fit in its space.

When the spell ends, all creatures the orb has engulfed are automatically released.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Arcana

20th July 2020 at 11:02pm
Skill
IntelligenceArcanaKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Arcane

27th July 2020 at 12:08am
Tradition

Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them.

Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it’s generally poor at affecting the spirit or the soul.

Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane Sorcerers study the secrets of their blood to unlock the power within themselves.

Cantrips

Level 1 Arcane Spells

Level 2 Arcane Spells

Level 3 Arcane Spells

Level 4 Arcane Spells

Level 5 Arcane Spells

Level 6 Arcane Spells

Level 7 Arcane Spells

Level 8 Arcane Spells

Level 9 Arcane Spells

Level 10 Arcane Spells

Arcane Countermeasure

7th August 2020 at 3:02am
Abjuration Focus Spell Manipulate Reaction Somatic Sorcerer Spell Uncommon

Level5
Components Somatic 1 Focus Point
Cast Time
Range120 feet
Area
TargetThe spell cast by the triggering creature
Save
Duration
Domain

Trigger A creature within range that you can see Casts a Spell.

You undermine the target spell, making it easier to defend against. You reduce the spell’s level by 1, and targets of the spell gain a +2 status bonus to any saving throws, skill checks, AC, or DC against it.

You can’t reduce the spell’s level below its minimum. For example, a 5th-level Cone of Cold would remain 5th-level, but a 5th-level [[Fireball[[ would become 4th-level. Targets still gain all the other benefits, even if you don’t reduce the spell’s level.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Faerie DustReactionCan't be used while affected.

Arcane Sense

26th July 2020 at 12:51am
Feat General Skill

Prerequisites Trained in Arcana.

Your study of magic allows you to instinctively sense its presence.

You can cast 1st-level Detect Magic at will as an arcane innate spell.

If you’re a master in Arcana, the spell is heightened to 3rd level.

If you’re legendary, it is heightened to 4th level.

Feat Type Skill
Level1
Skill Arcana
RequirementT
Requires

Archon

25th July 2020 at 4:49pm
Trait

Members of this family of celestials are the protectors of Heaven and are lawful good.

They have Darkvision and a weakness to evil damage.

Armor Assist

6th August 2020 at 5:19pm
Feat General Skill

After your service aiding armored combatants, you are practiced in helping yourself and others don heavy gear.

You can attempt an Athletics or Warfare Lore check with a DC determined by the GM (but usually 15 for common armor, DC 20 for uncommon armor, and DC 25 for rare armor) to halve the time you take to don armor.

You can halve an ally’s time to don armor by working with them to don the armor and succeeding at an Athletics or Warfare Lore check against the same DC.

Feat Type Skill
Level1
Skill Athletics Warfare Lore
RequirementT
Requires

Armor of Fury

6th August 2020 at 10:46pm
Ability

Your training and rage deepen your connection to your armor.

Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.

Armor Proficiency

30th June 2020 at 9:37am
Feat General

You become trained in Light Armor. If you already were trained in light armor, you gain training in Medium Armor. If you were trained in both, you become trained in Heavy Armor.

You can select this feat more than once. Each time, you become trained in the next type of armor above.

Feat Type General
Level1
Requires

Armored Stealth

30th July 2020 at 12:33pm
Feat General Skill

You have learned techniques to adjust and modify your armor and movements to reduce the noise you make.

When you wear non- Noisy armor with which you are trained, your penalty to Stealth checks is reduced by 1 (to a minimum penalty of 0).

If you’re a master in Stealth, reduce the penalty by 2, and if you’re legendary, reduce the penalty by 3.

If your armor has the noisy trait, instead of reducing the penalty to Stealth checks, you ignore the effects of the noisy trait, enabling you to remove the penalty with a sufficient Strength score as normal.

Feat Type Skill
Level2
Skill Stealth
RequirementE
Requires

Arrest a Fall

25th July 2020 at 3:14pm
Action Reaction

Trigger You fall.

Requirements You have a fly Speed.

You attempt an Acrobatics check to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.

Critical Success
SuccessYou fall gently, taking no damage from the fall.
Failure
Critical Failure
Actions Reaction
Time
Free Hands
SkillAcrobatics 
Defense
Tool
Sub-actions
AcrobaticsArrest a Fall
DexterityAcrobaticsKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Faerie DustReactionCan't be used while affected.

Artisan

5th August 2020 at 5:38pm
Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesIntelligence Strength
SkillCrafting
LoreGuild
FeatSpecialty Crafting

Artist

5th August 2020 at 5:39pm
Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesCharisma Dexterity
SkillCrafting
LoreArt
FeatSpecialty Crafting

Artistic Flourish

4th August 2020 at 9:23pm
Cleric Focus Spell Manipulate Material Somatic Spell Transmutation Uncommon

Level4
Components Somatic Material 1 Focus Point
Cast Time
Range15 feet
Area
Target1 item or work of art that fits entirely within the range
Save
Duration10 minutes
DomainCreation (Domain)

You transform the target to make it match your artisanal and artistic vision.

If you have expert proficiency in Crafting, the item grants a +1 item bonus to attack rolls if it’s a weapon or skill checks if it’s a skill tool.

The target is a beautiful and impressive piece for its new quality, but the effect is obviously temporary, so its monetary value doesn’t change.

When you cast this spell, any previous artistic flourish you had cast ends.

Heightened (7th) If you have master proficiency in Crafting, the item grants a +2 item bonus instead.

Heightened (10th) If you have legendary proficiency in Crafting, the item grants a +3 item bonus instead.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Aspiring Free Captain

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Wisdom
SkillIntimidation
LoreSailing
FeatGroup Coercion

Aspiring River Monarch

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Wisdom
SkillSociety
LorePolitics
FeatCourtly Graces

Assist Recovery

26th June 2020 at 5:51pm

You can take steps to help yourself recover from Persistent Damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn.

This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame, wash off acid, or use Medicine to Administer First Aid to stanch bleeding. This allows you to attempt an extra flat check immediately.

The GM decides how your help works, using the following examples as guidelines.

  • Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames.
  • Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage.
  • Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient.

Assurance

30th June 2020 at 9:40am
Feat Fortune General Skill

Prerequisite Trained in at least one skill.

Even in the worst circumstances, you can perform basic tasks.

Choose a skill you’re trained in.

You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

This includes not applying situational circumstance, status, and item modifiers.

You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

Feat Type Skill
Level1
Skill
Requirement
Requires
FortuneDoesn't stack with other Fortune effects, and cancels with Misfortune.

Assured Identification

30th July 2020 at 12:36pm
Feat General Skill

You rarely misidentify an item.

When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure, you get a failure instead.

If you would misidentify a cursed item because you roll a success but not a critical success, you simply can’t identify it instead.

Feat Type Skill
Level2
Skill Arcana Nature Occultism Religion
RequirementE
Requires

Astral

25th July 2020 at 4:49pm
Trait

Astral creatures are native of the Astral Plane.

They can survive the basic environmental effects of the Astral Plane.

Athletic Rush

4th August 2020 at 8:41pm
Cleric Focus Spell Manipulate Somatic Spell Transmutation Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 round
DomainMight

Your body fills with physical power and skill.

You gain a +10-foot status bonus to Speed and a +2 status bonus to Athletics checks.

As a part of Casting this Spell, you can use a Stride, Leap, Climb, or Swim action. The spell’s bonuses apply during that action.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Athletics

2nd July 2020 at 11:23pm
Skill

Key Ability Strength.

Athletics allows you to perform deeds of physical prowess. When you use the Escape basic action, you can use your Athletics modifier instead of your unarmed attack modifier.

Actions for this skill:

Feats for this skill:

Athletic RushAthletics+2 status.
Song of StrengthAthletics+1 status on rolls, and DCs against athletics actions.
Inspire HeroicsSong of StrengthPerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Attach a Weapon

20th July 2020 at 11:05pm
Action Exploration Implied

An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary.

Actions
Time
Free Hands
SkillCrafting 
Defense
Tool
Sub-actions
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
CraftingAttach a Weapon
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Attached

7th July 2020 at 12:35am
Weapon Trait

An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to.

You must be wielding or wearing the item the weapon is attached to in order to attack with it.

For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash, but only if you’re wielding the shield.

An attached weapon is usually bolted onto or built into the item it’s attached to, and typically an item can have only one weapon attached to it.

An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary.

If an item is destroyed, its attached weapon can usually be salvaged.

Attack

27th June 2020 at 11:47pm
Trait

Actions with the Attack trait can affect and be affected by your Multiple Attack Penalty.

You can't use an Open action after an Attack action in the same turn.

Calm EmotionsAttack-1 status for the duration on a failed save.
Mad MonkeysCalm EmotionsCalms down monkeys and reduces spell effect.
Gaseous FormAttackPrevents attacking.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.

Attack of Opportunity

23rd July 2020 at 11:04pm
Action Reaction

Trigger A creature within the monster’s reach uses a Manipulate action or a Move action, makes a ranged attack, or leaves a square during a move action it’s using.

The creature attempts a melee Strike against the triggering creature.

If the attack is a critical hit and the trigger was a Manipulate action, the creature disrupts that action.

This Strike doesn’t count toward the user’s Multiple Attack Penalty, and its multiple attack penalty doesn’t apply to this Strike.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actionsStrike
Faerie DustReactionCan't be used while affected.

Atteran Rancher

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesDexterity Strength
SkillNature
LoreAnimal
FeatTrain Animal

Auditory

29th June 2020 at 8:21pm
Trait

Auditory spells rely on sound.

A spell with the auditory trait has its effect only if the target can hear it.

This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect makes sound.

Being Deafened grants immunity to Auditory effects.

ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.

Augury

5th August 2020 at 11:40pm
Concentrate Divination Divine Manipulate Material Occult Reaction Somatic Spell Verbal

Level2
Components Material Somatic Verbal
Cast Time10 minutes
Range
Area
Target
Save
Duration
Domain

You gain a vague glimpse of the future.

During the casting of this spell, ask about the results of a particular course of action.

The spell can predict results up to 30 minutes into the future and reveals the GM’s best guess among the following outcomes:

  • Weal The results will be good.
  • Woe The results will be bad.
  • Weal and Woe The results will be a mix of good and bad.
  • Nothing There won’t be particularly good or bad results.

The GM rolls a secret DC 6 flat check. On a failure, the result is always “nothing.” This makes it impossible to tell whether a “nothing” result is accurate.

If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it’s possible to get a different result.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall57DivinationBlocked by Indigo wall.
Faerie DustReactionCan't be used while affected.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Aura

27th June 2020 at 7:32pm
Ability

An aura automatically affects everything within a specified Emanation around the user.

The user doesn’t need to spend actions on the aura.

The aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura.

If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round.

The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ Frightful Presence if they have been around each other for a long time.

Automatic Knowledge

26th July 2020 at 12:52am
Feat General Skill

Prerequisites Expert in a skill with the Recall Knowledge action, Assurance in that skill.

You know basic facts off the top of your head.

Choose a skill you’re an expert in that has the Recall Knowledge action and for which you have the Assurance feat.

You can use the Recall Knowledge action with that skill as a free action once per round. If you do, you must use Assurance on the skill check.

You can select this feat multiple times, choosing a different skill each time.

You can use Automatic Knowledge with any skills you have chosen, but you can still use Automatic Knowledge only once per round.

Feat Type Skill
Level2
Skill
Requirement
Requires

Avatar

7th August 2020 at 7:35pm
Concentrate Divine Manipulate Polymorph Somatic Spell Transmutation Verbal

Level10
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute
Domain

You transform into an avatar of your deity, assuming a Huge battle form. You must have space to expand or the spell is lost.

You have hands in this battle form and can take Manipulate actions.

You can Dismiss this spell.

You gain the following statistics and abilities regardless of which deity’s battle form you assume:

  • AC = 25 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 30 temporary Hit Points.
  • Darkvision.
  • One or more attacks specific to your deity’s battle form, which are the only attacks you can use. You’re trained with them. Your attack modifier is +33, and you use the listed damage. Melee attacks are Strength based (for the purposes of the Enfeebled condition, for example) unless they have the Finesse trait, and all ranged attacks are Dexterity based. Attacks that deal positive or negative damage don’t heal creatures.
  • Athletics modifier of +35, unless your own is higher.

You also gain the specific abilities listed for your deity below:

  • Abadar Speed 50 feet, burrow Speed 30 feet, immune to immobilized; Ranged crossbow (range increment 120 feet, reload 1), Damage 6d10+3 piercing.
  • Achaekek Speed 70 feet, climb Speed 50 feet, ignore difficult terrain and greater difficult terrain; Melee mantis claw (agile, backswing, finesse, reach 15 feet, versatile P), Damage 6d8+6 slashing; Ranged spine volley (range 60 feet), Damage 6d6+3 piercing.
  • Alseta Speed 40 feet, dimensional Speed 60 feet; Melee dagger (agile, finesse, reach 15 feet, thrown 40 feet, versatile P), Damage 6d6+6 piercing; Ranged portal toss (range 60 feet), Damage 6d6+3 bludgeoning. Can cast Dimension Door at will, with a range of 60 foot as a divine innate spell.
  • Arazni Speed 70 feet, Air Walk, immune to immobilized; Melee rapier (deadly 3d8, reach 15 feet), Damage 6d8+6 piercing; Ranged call blood (range 120 feet), Damage 6d6 persistent bleed damage.
  • Asmodeus Speed 70 feet, air walk; Melee mace (reach 15 feet), Damage 6d10+6 bludgeoning; Ranged hellfire (range 120 feet), Damage 6d6+3 fire.
  • Besmara Speed 40 feet, swim Speed 70 feet, immune to immobilized; Melee rapier (deadly 3d8, disarm, finesse, reach 15 feet), Damage 6d6+6 piercing; Ranged ship’s cannon (range 120 feet), Damage 6d6+3 bludgeoning.
  • Brigh Speed 60 feet, immune to immobilized, Air Walk; Melee light hammer (agile, reach 15 feet, thrown 40 feet), Damage 6d6+6 bludgeoning; Ranged bolt of molten bronze (range 120 feet), Damage 6d8+3 fire.
  • Calistria Speed 30 feet, fly Speed 70 feet; Melee whip (disarm, finesse, nonlethal, reach 20 feet), Damage 6d4+6 slashing; Ranged savored sting (range 60 feet), Damage 6d6+3 poison.
  • Casandalee Speed 70 feet, Air Walk, ignore difficult terrain and greater difficult terrain; Melee polytool (reach 15 feet), Damage 6d6+6 slashing; Ranged logic blast (range 120 feet), Damage 6d6+3 mental.
  • Cayden Cailean Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee rapier (deadly, reach 15 feet), Damage 6d6+6 piercing; Ranged ale splash (range 120 feet), Damage 6d6+3 poison.
  • Chaldira Speed 70 feet, Air Walk, immune to immobilized; Melee shortsword (agile, finesse, reach 15 feet, versatile S), Damage 6d6+6 piercing; Ranged fistful of buttons (nonlethal, range 120 feet), Damage 6d6+3 bludgeoning.
  • Desna Speed 30 feet, fly Speed 70 feet; Melee starknife (agile, deadly, finesse, reach 15 feet, silver, thrown 60 feet), Damage 6d4+6 piercing; Ranged moonbeam (range 120 feet, silver), Damage 6d6+3 fire.
  • Erastil Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Ranged longbow (deadly d8, range increment 150 feet), Damage 6d8+3 piercing.
  • Ghlaunder Speed 30 feet, fly Speed 70 feet; Melee proboscis (agile, reach 20 feet), Damage 6d6+6 piercing plus 3d6 persistent bleed.
  • Gorum Speed 70 feet, immune to immobilized; Melee greatsword (versatile P, reach 15 feet), Damage 6d12+6 slashing.
  • Gozreh no land Speed, fly Speed 70 feet, swim Speed 70 feet; ignore difficult terrain and greater difficult terrain; Melee waves (bull rush, reach 15 feet, thrown 20 feet), Damage 6d8+6 bludgeoning; Ranged wind (versatile electricity, range 120 feet), Damage 6d6+3 bludgeoning.
  • Grandmother Spider Speed 70 feet, climb Speed 70 feet, immune to immobilized; Melee leg (deadly 3d8, finesse, reach 15 feet, versatile P), Damage 6d6+6 bludgeoning; Ranged venom web (range 120 feet), Damage 6d6+3 poison.
  • Groetus Speed 70 feet, Air Walk, ignore difficult terrain and greater difficult terrain; Melee war flail (disarm, reach 15 feet, sweep, trip), Damage 6d10+6 bludgeoning; Ranged dreadful thought (range 120 feet), Damage 6d6+3 mental.
  • Gruhastha Speed 50 feet, fly Speed 70 feet; Melee fist (agile, finesse, nonlethal, reach 15 feet), Damage 6d6+6 bludgeoning; Ranged arrow of enlightenment (deadly 3d10, range increment 120 feet), Damage 6d6+3 piercing.
  • Hei Feng Speed 70 feet, Air Walk, ignore difficult terrain and greater difficult terrain; Melee drunken sword (forceful, reach 15 feet), Damage 4d6+6 slashing plus 1d6 electricity splash damage; Ranged storm surge (range 120 feet, air, water), Damage 4d6+3 bludgeoning plus 1d6 electricity splash damage. The caster is immune to this splash damage.
  • Iomedae Speed 70 feet, air walk; shield (15 Hardness, can’t be damaged); Melee longsword (versatile P, reach 15 feet), Damage 6d8+6 slashing.
  • Irori Speed 80 feet, air walk; Melee unfettered strike (agile, versatile P or S, finesse, reach 15 feet), Damage 6d8+6 bludgeoning; Ranged wind strike (range 60 feet), Damage 6d4+6 bludgeoning.
  • Kazutal Speed 60 feet, ignore difficult terrain; Melee machete (agile, reach 15 feet), Damage 6d6+6 slashing; Ranged jaguar pounce (range 60 feet); Damage 5d6+3 piercing plus 1d6 persistent bleed.
  • Kurgess Speed 70 feet, climb Speed 50 feet, swim Speed 50 feet, immune to immobilized; Melee lashing chain (disarm, reach 20 feet, trip), Damage 6d6+6 bludgeoning; Ranged javelin (range increment 60 feet, thrown), Damage 6d6+3 piercing.
  • Lamashtu Speed 30 feet, fly Speed 70 feet; Melee falchion (forceful, reach 15 feet), Damage 6d10+6 slashing; Ranged waters of Lamashtu (range 120 feet), Damage 6d6+3 poison.
  • Milani Speed 50 feet, fly Speed 70 feet; shield (15 Hardness, can’t be damaged); Melee morningstar (versatile P, reach 15 feet), Damage 6d8+6 bludgeoning.
  • Nethys Speed 70 feet, air walk; Ranged raw magic (range 120 feet; versatile cold, electricity, or fire), Damage 6d6 force.
  • Nivi Rhombodazzle Speed 50 feet, burrow Speed 30 feet, immune to immobilized; Melee returning light hammer (agile, thrown 40 feet), Damage 6d6+6 bludgeoning.
  • Nocticula Speed 70 feet, fly Speed 70 feet; Melee tail stinger (agile, finesse, reach 15 feet, trip), Damage 6d6+6 slashing; Ranged magnanimous smile (nonlethal, range 120 feet, visual), Damage 6d6+3 mental.
  • Norgorber Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee shortsword (agile, finesse, versatile S, reach 15 feet), Damage 6d6+6 piercing; Ranged blackfinger toss (range 120 feet), Damage 6d6+3 poison.
  • Pharasma Speed 70 feet, air walk; Melee dagger (agile, finesse, reach 15 feet, thrown 40 feet), Damage 6d6+6 slashing; Ranged spiral blast (range 120 feet, damages only undead), Damage 6d8+3 positive.
  • Rovagug Speed 50 feet, burrow Speed 30 feet, immune to immobilized; Melee jaws (reach 15 feet), Damage 6d12+6 piercing; Melee leg (agile, versatile P, reach 15 feet), Damage 6d8+6 bludgeoning.
  • Sarenrae Speed 30 feet, fly Speed 70 feet; Melee scimitar (forceful, nonlethal, reach 15 feet), Damage 6d6+6 slashing; Ranged everflame (nonlethal, range 120 feet), Damage 6d6+3 fire.
  • Shelyn Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee glaive (deadly d8, nonlethal, reach 20 feet), Damage 6d8+6 slashing; Ranged melody of inner beauty, (nonlethal, range 120 feet), Damage 6d6+3 sonic.
  • Shizuru Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee katana (deadly 3d8, two-hand d10, reach 15 feet, versatile P), Damage 6d6+6 slashing; Ranged sunbolt arrow (range 120 feet), Damage 6d6+3 fire.
  • Sivanah Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee bladed scarf (disarm, finesse, reach 15 feet, trip), Damage 6d8+6 slashing; Ranged illusory assault (range 120 feet), Damage 6d6+3 mental.
  • Torag Speed 50 feet, burrow Speed 30 feet, immune to immobilized; shield (15 Hardness, can’t be damaged); Melee warhammer (bull rush, reach 15 feet), Damage 6d8+6 bludgeoning.
  • Tsukiyo Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee longspear (reach 20 feet), Damage 6d10+6 piercing; Ranged moonbeam (nonlethal, range 120 feet, silver), Damage 6d6+3 mental.
  • Urgathoa Speed 70 feet, air walk; Melee scythe (deadly d10, trip, reach 15 feet), Damage 6d10+6 slashing; Ranged pallid plague (range 120 feet), Damage 6d6+3 negative.
  • Zon-Kuthon Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Melee spiked chain (disarm, trip, reach 15 feet), Damage 6d8+6 slashing; Ranged midnight pain (mental, nonlethal, range 120 feet), Damage 6d6+3 mental.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, or speak in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
True SeeingTransmutationRolls automatic Counteract check to see real form.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Avert Gaze

4th July 2020 at 7:16pm
Action

You avert your gaze from danger.

You gain a +2 circumstance bonus to saves against Visual abilities that require you to look at a creature or object, such as a Medusa’s petrifying gaze.

Your gaze remains averted until the start of your next turn.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Avoid Notice

18th July 2020 at 10:33pm
Activity Exploration

You attempt a Stealth check to avoid notice while traveling at half speed.

If you have the Swift Sneak feat, you can move at full Speed rather than half, but you still can’t use another exploration activity while you do so.

If you have the Legendary Sneak feat, you can move at full Speed and use a second exploration activity.

If you’re Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).

ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
Foil SensesAvoid NoticeAlways allowing for special senses.
Shadow MarkAvoid NoticeTarget takes a penalty to percieve you.
Terrain StalkerAvoid NoticeCan approach creatures stealthily in preferred terrain.

Azata

25th July 2020 at 4:50pm
Trait

This family of celestials is native to Elysium.

They are chaotic good and have Darkvision and a weakness to evil and cold iron.

Background

5th August 2020 at 5:40pm

Backgrounds describe your character's origin before adventuring.

Backgrounds contain setting material which is not OGL or usable under community use. Thus, they are listed here by name only.

Each Background usually offers a free stat boost; a boost of one other stat from a choice of two; Trained level in a regular skill and a Lore subskill; and a skill feat.

Sort by:

BackgroundStat 1Stat 2SkillLoreFeat
Acolyte Intelligence Wisdom Religion Scribing Student of the Canon
Acrobat Dexterity Strength Acrobatics Circus Steady Balance
Aerialist Charisma Dexterity Acrobatics Rope Cat Fall
Aiudara Seeker Intelligence Wisdom Arcana Portal Quick Identification
Alkenstar Tinker Dexterity Intelligence Crafting Engineering Alchemical Crafting
Amnesiac Free Free Amnesiac Special
Animal Whisperer Charisma Wisdom Nature *Per Terrain Train Animal
Animal Wrangler Strength Wisdom Athletics Nature *Per Animal Titan Wrestler or Train Animal
Artisan Intelligence Strength Crafting Guild Specialty Crafting
Artist Charisma Dexterity Crafting Art Specialty Crafting
Aspiring Free Captain Charisma Wisdom Intimidation Sailing Group Coercion
Aspiring River Monarch Charisma Wisdom Society Politics Courtly Graces
Atteran Rancher Dexterity Strength Nature Animal Train Animal
Bandit Charisma Dexterity Intimidation *Per Terrain Group Coercion
Barber Dexterity Wisdom Medicine Surgery Risky Surgery
Barkeep Charisma Constitution Diplomacy Alcohol Hobnobber
Barker Charisma Constitution Intimidation Crowd Group Coercion
Barrister Charisma Intelligence Diplomacy Legal Group Impression
Bekyar Restorer Charisma Wisdom Diplomacy Abyss Group Impression
Belkzen Slayer Charisma Strength Intimidation Orc Intimidating Glare
Bellflower Agent Charisma Dexterity Stealth Underworld Experienced Smuggler
Black Market Smuggler Charisma Wisdom Stealth Underworld Experienced Smuggler
Blessed Charisma Wisdom *Per Deity Blessed Special
Blow-In Charisma Dexterity Deception Thievery Underworld Lengthy Diversion or Subtle Theft
Bonuwat Wavetouched Strength Wisdom Athletics Ocean Underwater Marauder
Bookkeeper Intelligence Wisdom Society Accounting Eye for Numbers
Bounty Hunter Strength Wisdom Survival Legal Experienced Tracker
Bright Lion Charisma Strength Deception Mzali Lie to Me
Butcher Constitution Intelligence Society Mercantile Read Lips
Charlatan (Background) Charisma Intelligence Deception Underworld Charming Liar
Chelish Rebel Charisma Dexterity Society Kintargo Streetwise
Child of the Puddles Dexterity Intelligence Acrobatics Absalom Steady Balance
Child of Westcrown Charisma Strength Diplomacy Westcrown Group Impression
Circus Born Charisma Intelligence Performance Circus Experienced Professional
Clown Charisma Dexterity Performance Clown Virtuosic Performer
Cook Constitution Intelligence Survival Cooking Seasoned
Courier Dexterity Intelligence Society *Per City Glean Contents
Criminal Dexterity Intelligence Stealth Underworld Experienced Smuggler
Cultist Charisma Intelligence Occultism *Per Cult Schooled in Secrets
Cursed Charisma Intelligence Occultism Curse Warding Sign
Cursed Family Charisma Intelligence Occultism Curse Oddity Identification
Desert Tracker Constitution Wisdom Survival Desert Experienced Tracker
Detective Intelligence Wisdom Society Underworld Streetwise
Diobel Pearl Diver Constitution Dexterity Athletics Ocean Underwater Marauder
Dragon Scholar Charisma Strength Intimidation Dragon Intimidating Glare
Emancipated Charisma Dexterity Stealth Kintargo Terrain Stalker
Emissary Charisma Intelligence Society *Per City Multilingual
Entertainer Charisma Dexterity Performance Theater Fascinating Performance
Ex-Con Token Guard Charisma Dexterity Thievery Pickpocket
Farmhand Constitution Wisdom Athletics Farming Assurance (Athletics)
Feral Child Feral Child Special
Feybound Charisma Dexterity Fey Fey's Fortune
Field Medic Constitution Wisdom Medicine Warfare Battle Medicine
Final Blade Survivor Charisma Wisdom Deception Revolution Charming Liar
Fortune Teller Charisma Intelligence Occultism Fortune-Telling Oddity Identification
Freed Slave of Absalom Constitution Intelligence Society Absalom Streetwise
Gambler Charisma Dexterity Deception Games Lie to Me
Geb Crusader Constitution Wisdom Religion Undead Student of the Canon
Gladiator Charisma Strength Performance Gladiatorial Impressive Performance
Goblinblood Orphan Constitution Dexterity Survival Goblin Assurance
Godless Graycloak Constitution Wisdom Religion Quick Identification
Grand Council Bureaucrat Charisma Intelligence Society Government Group Impression
Grizzled Muckrucker Charisma Constitution Survival Experienced Tracker
Guard Charisma Strength Intimidation Legal or Warfare Quick Coercion
Harbor Guard Moonlighter Constitution Strength Athletics Quick Jump
Haunted Charisma Wisdom Occultism *Per Haunt Haunted Aid
Haunting Vision Constitution Wisdom Religion Dahak Student of the Canon
Hellknight Historian Intelligence Strength Soicety Architecture Courtly Graces
Herbalist Constitution Wisdom Nature Herbalism Natural Medicine
Hermean Expatriate Charisma Intelligence Society Dragon Skill Training
Hermean Heritor Constitution Wisdom Society Legal Multilingual or Assurance
Hermit Constitution Intelligence Nature Occultism *Per Terrain Dubious Knowledge
Hunter Dexterity Wisdom Survival Tanning Survey Wildlife
Inlander Constitution Wisdom Survival *Per Terrain Survey Wildlife
Insurgent Strength Wisdom Deception Warfare Lengthy Diversion
Issian Partisan Charisma Intelligence Deception Underworld Charming Liar
Kalistrade Follower Constitution Intelligence Diplomacy Kalistrade Bargain Hunter
Kyonin Emissary Charisma Intelligence Society Politics Multilingual
Laborer Constitution Strength Athletics Labor Hefty Hauler
Lastwall Survivor Constitution Wisdom Medicine Undead Battle Medicine
Learned Guard Prodigy Intelligence Wisdom Arcana Occultism Recognize Spell
Legendary Parents Charisma Dexterity Intimidation Genealogy Group Coercion
Local Scion Charisma Constitution Crafting Breachill Speciality Crafting
Lumber Consortium Laborer Dexterity Strength Athletics Forest Assurance
Magaambya Academic Charisma Intelligence Arcana Nature Academia Recognize Spell
Mammoth Speaker Constitution Wisdom Nature Animal Train Animal
Mana Wastes Refugee Constitution Intelligence Arcana Wilderness Trick Magic Item
Mantis Scion Dexterity Wisdom Stealth Assassin Assurance
Martial Disciple Dexterity Strength Acrobatics Athletics Warfare Cat Fall or Quick Jump
Menagerie Dung Sweeper Constitution Wisdom Nature Animal Train Animal
Merabite Prodigy Dexterity Intelligence Crafting Alchemical Speciality Crafting
Merchant Charisma Intelligence Diplomacy Mercantile Bargain Hunter
Miner Strength Wisdom Survival Mining Terrain Expertise Underground
Molthuni Mercenary Constitution Strength Athletics Mercenary Experienced Professional
Mystic Seer Intelligence Wisdom Arcana Scam Arcane Sense
Nexian Mystic Intelligence WIsdom Arcana *Per Plane Arcane Sense
Nirmathi Guerrilla Dexterity Wisdom Survival Forest Terrain Stalker
Noble Charisma Intelligence Society Genealogy or Heraldry Courtly Graces
Nomad Constitution Wisdom Survival *Per Terrain Assurance (Survival)
Oenopion Ooze-Tender Constitution Intelligence Crafting Ooze Dubious Knowledge
Onyx Trader Charisma Dexterity Society Mercantile Multilingual
Osirionologist Constitution Intelligence Occultism Ancient Osirion Oddity Identification
Out-of-Towner Constitution Intelligence Diplomacy *Per Ancestry Hobnobber
Outrider Constitution Wisdom Nature Plains Express Rider
Pathfinder Hopeful Constitution Intelligence Society Pathfinder Society Additional Lore
Perfection Seeker Dexterity Wisdom Acrobatics Warfare Cat Fall
Pilgrim Charisma Wisdom Religion *Per Deity Pilgrim's Token
Political Scion Constitution Intelligence Diplomacy Hobnobber
Post Guard of All Trades Dexterity Intelligence Performance Dubious Knowledge
Press-Ganged Strength Wisdom Society Sailing Experienced Professional
Prisoner Constitution Strength Stealth Underworld Experienced Smuggler
Purveyor of the Bizarre Intelligence Wisdom Arcana Mercantile Quick Identification
Quick Charisma Constitution Deception Undead Charming Liar
Razmiran Faithful Charisma Strength Intimidation Razmir Group Coercion
Refugee Constitution Wisdom Society *Per Settlement Streetwise
Reputation Seeker Dexterity Intelligence Survival Darklands or Desert or Jungle Terrain Expertise
Returned Constitution Wisdom Diehard Boneyard
Returning Descendant Dexterity Wisdom Thievery Engineering Pickpocket
Rigger Dexterity Strength Athletics Circus Combat Climber
Rivethun Adherent Constitution Wisdom Occultism Spirit Recognize Spell
Root Worker Intelligence Wisdom Occultism Herbalism Root Magic
Rostland Partisan Charisma Constitution Diplomacy Politics Group Impression
Royalty Charisma Intelligence Society Courtly Graces
Sailor Dexterity Strength Athletics Sailing Underwater Marauder
Sally Guard Neophyte Constitution Wisdom Nature Sally Guard Equipment
Sarkorian Reclaimer Constitution Wisdom Medicine Abyssal Battle Medicine
Sarkorian Survivor Constitution Strength Survival Sarkorian History Forager
Scavenger Intelligence Wisdom Survival *Per Settlement Forager
Scholar Intelligence Wisdom Arcana Nature Occultism Religion Academia Assurance
Scholar of the Ancients Charisma Intelligence Arcana Azlant Quick Identification
Scout (Background) Dexterity Wisdom Survival *Per Terrain Forager
Secular Medic Dexterity Wisdom Medicine Anatomy Battle Medicine
Senghor Sailor Intelligence Wisdom Crafting Sailing Quick Repair
Servant Charisma Dexterity Society Labor Read Lips
Shadow Haunted Intelligence Wisdom Intimidation Shadow Plane Quick Coercion
Shoanti Name-Bearer Strength Wisdom Athletics Quah Combat Climber
Shory Seeker Dexterity Intelligence Crafting Shory Speciality Crafting
Sleepless Suns Star Charisma Wisdom Society Multilingual
Sodden Scavenger Constitution Wisdom Survival Swamp Forager
Squire Constitution Strength Athletics Heraldry or Warfare Armor Assist
Storm Survivor Strength Wisdom Survival Weather Forager
Street Urchin Constitution Dexterity Thievery *Per City Pickpocket
Taldan Schemer Charisma Constitution Diplomacy Politics Hobnobber
Tax Collector Charisma Strength Intimidation *Per Settlement Quick Coercion
Teacher Intelligence Wisdom Performance Society Academia Experienced Professional
Thassilonian Traveler Constitution Intelligence Arcana Thassilon Dubious Knowledge
Thrune Loyalist Charisma Intelligence Religion Hell Student of the Canon
Thuvian Unifier Charisma Strength Intimidation Politics Quick Coercion
Tinker Dexterity Intelligence Crafting Engineering Speciality Crafting
Touched by Dahak Charisma Strength Athletics Dragon Titan Wrestler
Trade Consortium Underling Intelligence Wisdom Society Business Experienced Professional
Truth Seeker Strength Wisdom Deception Politics Lie to Me
Ulfen Raider Charisma Strength Intimidation Sailing Intimidating Glare
Undercover Lotus Guard Charisma Intelligence Deception Charming Liar
Undersea Enthusiast Constitution Strength Athletics Ocean Underwater Marauder
Ustalavic Academic Intelligence Wisdom Crafting Academia Skill Training
Varisian Wanderer Charisma Dexterity Performance Circus Fascinating Performance
Vidrian Reformer Charisma Dexterity Diplomacy Politics Hobnobber
Ward Charisma Constitution Performance Genealogy Fascinating Performance
Warrior Constitution Strength Intimidation Warfare Intimidating Glare
Whispering Way Scion Intelligence Wisdom Religion Undead Student of the Canon
Wildwood Local Dexterity Wisdom Nature Forest Natural Medicine
Winter's Child Charisma Constitution Arcana Weather Arcane Sense
Witch Wary Dexterity Intelligence Occultism Curse Oddity Identification
Wonder Taster Constitution Intelligence Crafting Alchemical Alchemical Crafting

BackgroundSummary

4th August 2020 at 10:33pm

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in .

Stat Choices
Skill
Lore
Feat

Backstabber

7th July 2020 at 12:36am
Weapon Trait

When you hit a Flat-Footed creature, this weapon deals 1 precision damage in addition to its normal damage.

The precision damage increases to 2 if the weapon is a +3 weapon.

Backswing

19th July 2020 at 6:02pm
Weapon Trait

You can use the momentum from a missed attack with this weapon to lead into your next attack.

After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn.

Balance

25th July 2020 at 3:47pm
Action Move Untrained

Requirements You are in a square that contains a narrow surface, uneven ground, or another similar feature.

You move across a narrow surface or uneven ground, attempting an Acrobatics check against its Balance DC.

You are Flat-Footed while on a narrow surface or uneven ground unless you have Steady Balance.

Critical SuccessYou move up to your Speed.
SuccessYou move up to your Speed, treating it as Difficult Terrain (every 5 feet costs 10 feet of movement).
FailureYou must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
Critical FailureYou fall and your turn ends.

If you have Steady Balance, then whenever you roll a success using the Balance action, you get a critical success instead.

Actions 1
Time
Free Hands
SkillAcrobatics 
Defense
Tool
Sub-actions
Rock RunnerBalanceOn stone or earth, promote successes and not flat-footed.
Shifting SandBalance-1 status in the area.
Steady BalanceBalancePromotes hits to crits.
AcrobaticsBalance
DexterityAcrobaticsKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
ImmobilizedMoveCan't move.

Baleful Polymorph

5th August 2020 at 11:58pm
Concentrate Incapacitation Manipulate Polymorph Somatic Spell Transmutation Verbal

Level6
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 Creature
Save Fortitude
DurationBased on save
Domain

You transform the target creature into a harmless animal appropriate to the area, with effects based on its Fortitude save.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target’s body gains minor features of the harmless animal. Its insides churn as they partially transform, causing it to be Sickened 1. When it recovers from the sickened condition, its features revert to normal.
FailureThe target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately.
Critical FailureThe target is transformed into the chosen harmless animal, body and mind, for an unlimited duration.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Bandit

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesCharisma Dexterity
SkillIntimidation
Lore*Per Terrain
FeatGroup Coercion

Bane

5th August 2020 at 11:58pm
Concentrate Divine Enchantment Manipulate Mental Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area5 foot Emanation
TargetEnemies in the area
Save Will
Duration1 minute
Domain

You fill the minds of your enemies with doubt.

Targets that fail their Will saves take a –1 status penalty to attack rolls as long as they are in the area.

Once per turn, starting the turn after you cast bane, you can use a single action, which has the Concentrate trait, to increase the emanation’s radius by 5 feet and force enemies in the area that weren’t yet affected to attempt another saving throw.

Bane can counteract Bless.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Banishment

5th August 2020 at 11:58pm
Abjuration Arcane Concentrate Divine Incapacitation Manipulate Occult Primal Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature that isn't on its home plane
Save Will
Duration
Domain

You send the target back to its home plane.

The target must attempt a Will save.

You can spend an extra action while Casting this Spell and add a material component to give the creature a –2 circumstance penalty to its save. The component must be a specially gathered object that is anathema to the creature, and not from a spell component pouch.

This spell fails if you aren’t on your home plane when you cast it.

Heightened (9th) You can target up to 10 creatures. The extra material component affects targets to which it is anathema.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target resists being banished and you are Stunned 1.
SuccessThe target resists being banished.
FailureThe target is banished.
Critical FailureThe target is banished and can’t return by any means to the plane it’s banished from for 1 week.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Barbarian

6th August 2020 at 10:55pm
Class

Barbarian Attack of Opportunity

23rd July 2020 at 11:02pm
Barbarian Class Feat
Feat Type Class
Level6
Requires
ClassBarbarian

Barber

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesDexterity Wisdom
SkillMedicine
LoreSurgery
FeatRisky Surgery

BardConSub

30th July 2020 at 8:57pm

If you’re a Bard Casting a Spell from the Occult tradition while holding a musical instrument, you can can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don’t need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.

Bargain Hunter

26th July 2020 at 12:52am
Feat General Skill

Prerequisites Trained in Diplomacy.

You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit.

You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost.

If you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.

Feat Type Skill
Level1
Skill Diplomacy
RequirementT
Requires

Barkeep

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesCharisma Constitution
SkillDiplomacy
LoreAlcohol
FeatHobnobber

Barker

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Extinction Curse Player's Guide.

Stat ChoicesCharisma Constitution
SkillIntimidation
LoreCrowd
FeatGroup Coercion

Barkskin

5th August 2020 at 11:58pm
Abjuration Concentrate Manipulate Plant Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 Willing Creature
Save
Duration10 minutes
Domain

The target’s skin becomes covered in bark.

The target gains resistance 2 to bludgeoning and piercing damage and weakness 3 to fire.

After the target takes fire damage, it can Dismiss the spell as a free action triggered by taking the damage; doing so doesn’t reduce the fire damage the target was dealt.

Heightened (+2) The resistances increase by 2, and the weakness increases by 3.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Barrister

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesCharisma Intelligence
SkillDiplomacy
LoreLegal
FeatGroup Impression

Battle Cry

25th July 2020 at 3:23pm
Feat General Skill

Prerequisites Master in Intimidation

When you roll Initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action.

If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.

Feat Type Skill
Level7
Skill Intimidation
RequirementM
Requires

Battle Medicine

30th July 2020 at 8:55pm
Action Feat General Healing Manipulate Skill

Prerequisites Trained in Medicine.

You can patch up yourself or an adjacent ally, even in combat.

Attempt a Medicine check with the same DC as for Treat Wounds and restore a corresponding amount of Hit Points; this does not remove the Wounded condition.

As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank.

The target is then temporarily immune to your Battle Medicine for 1 day.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Skill
Level1
Skill Medicine
RequirementT
Requires
ManipulateThis may provoke Attack of Opportunity and other reactions.
Godless HealingBattle MedicineReduce immunity to 1 hour.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Battle Planner

6th August 2020 at 5:20pm
Feat General Skill

You are constantly drawing up plans and battle scenarios, assembling strategies and gathered intelligence for later use.

When you scout an enemy’s position or receive a detailed report from an ally who scouted the enemy’s position, if you have a clear indication of the number, position, and identities of your potential foes, you can spend 1 minute to come up with a battle plan that takes such potential factors into account and reduces the role luck plays in the equation.

Roll a Lore check. As long as the information was accurate and remains accurate when you roll Initiative against those enemies, you can use the Warfare Lore result you previously rolled for your initiative roll; if you do, this is a Fortune effect.

Feat Type Skill
Level2
Skill Warfare Lore
RequirementE
Requires

Battle Prayer

31st July 2020 at 7:43pm
Action Divine Feat General Skill

Prerequisite You follow a deity.

Calling out to your deity, you recite scripture to harm a foe.

When you select this feat, choose Chaos , Evil , Good , or Law . Your choice must match one of your deity’s alignment components. This action has the trait corresponding to the chosen alignment.

Attempt a Religion check against the Will DC of a foe within 30 feet.

The foe is then temporarily immune to Battle Prayers from your deity for 1 day.

Critical SuccessYou deal 2d6 damage of the chosen alignment type, or 6d6 damage if you have legendary proficiency in Religion.
SuccessYou deal 1d6 damage of the chosen alignment type, or 3d6 damage if you have legendary proficiency in Religion.
FailureThere is no effect.
Critical FailureThe backlash of your foe’s will against your prayer prevents you from using Battle Prayer again for 10 minutes.
Actions 1
Time
Free Hands
SkillReligion 
DefenseWill
Tool
Sub-actions
Feat Type Skill
Level7
Skill Religion
RequirementM
Requires
DivineThis spell can be identified using Religion.
ReligionBattle Prayer
Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Battledancer

6th August 2020 at 11:30pm
Splat Swashbuckler

To you, a fight is a kind of performance art, and you command your foes’ attention with mesmerizing motions.

You are trained in Performance and gain the Fascinating Performance skill feat.

You gain panache during an encounter when the result of your Performance check to Perform exceeds the Will DC of an observing foe, even if the foe isn’t fascinated.

BattleFormRestrictions

27th June 2020 at 11:26pm

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

BattleFormWithHands

22nd July 2020 at 8:25pm

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, or speak in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

Beast

25th July 2020 at 4:50pm
Trait

A creature similar to an Animal but with an Intelligence modifier of –3 or higher is usually a beast.

Unlike an animal, a beast might be able to speak and reason.

Befuddle

2nd August 2020 at 11:09pm
Arcane Concentrate Emotion Enchantment Error Manipulate Mental Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration1 round
Domain

You sow seeds of confusion in your target’s mind, causing their actions and thoughts to become clumsy.

The book does not list what saving throw is made against this spell. It is generally assumed to be Will because of the theme of the effect.

Critical SuccessThe target is unaffected.
SuccessThe target is Clumsy 1 and Stupefied 1.
FailureThe target is Clumsy 2 and Stupefied 2.
Critical FailureThe target is Clumsy 3, Stupefied 3, and Confused.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Bekyar Restorer

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Wisdom
SkillDiplomacy
LoreAbyss
FeatGroup Impression

Belkzen Slayer

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Strength
SkillIntimidation
LoreOrc
FeatIntimidating Glare

Bellflower Agent

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Dexterity
SkillStealth
LoreUnderworld
FeatExperienced Smuggler

Bestial Curse

1st August 2020 at 4:10pm
Arcane Concentrate Curse Manipulate Occult Polymorph Primal Somatic Spell Transmutation Verbal

Level4
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 living Humanoid
Save Fortitude
DurationVaries
Domain

You tap into the target’s inner being and curse it to become a bestial version of itself.

The effect is based on its Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target’s body gains minor bestial features. Its insides churn as they partially transform, causing it to be Clumsy 1 for 1 round. When it recovers from the clumsy condition, its features revert to normal and the spell ends.
FailureThe target transforms into a bestial form for 1 hour. The target becomes Clumsy 1 and gains Weakness 1 to silver. It gains a claw, hoof, horn, or jaws Strike (your choice) that uses the target’s unarmed Strike statistics except that the damage type changes to bludgeoning, piercing, or slashing, as appropriate. Whenever the target attempts to use any Manipulate action, it must succeed at a DC 5 flat check or the action is lost.
Critical FailureAs failure, but the duration is unlimited.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Bind Soul

5th August 2020 at 11:59pm
Concentrate Divine Evil Manipulate Necromancy Occult Somatic Spell Uncommon Verbal

Level9
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature that died within the last minute
Save
DurationUnlimited
Domain

Cost Black sapphire with a GP value of at least the target's level * 100.

You wrench the target’s soul away before it can pass on to the afterlife and imprison it in a black sapphire.

While the soul is in the gem, the target can’t be returned to life through any means, even powerful magic such as Wish.

If the gem is destroyed or bind soul is Counteracted on the gem, the soul is freed.

The gem has AC 16 and Hardness 10.

A gem can’t hold more than one soul, and any attempt wastes the spell.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
EvilEvil damage harms only good creatures.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Bind Undead

6th August 2020 at 12:00am
Arcane Concentrate Divine Manipulate Necromancy Occult Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 mindless undead creature with a level no greater than bind undead's spell level
Save
Duration1 day
Domain

With a word of necromantic power, you seize control of the target.

It gains the Minion trait.

If you or an ally uses any hostile actions against the target, the spell ends.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Biographical Eye

31st July 2020 at 12:30am
Action General Secret Skill

In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person’s origin and history. You might notice bits of green under the person’s fingernails and determine they’re an herbalist, a pin indicating their membership in a secret society, or something similar.

You pick up on only details that have to do with their societal role, so you might learn the city district where a vampire lives, but wouldn’t learn any of their weaknesses, nor necessarily even that they are a vampire.

Spend 1 minute in the presence of someone you haven’t met before, or haven’t met since you first gained Biographical Eye, then attempt a DC 30 Society check. You gain a +1 circumstance bonus to the check if you engaged the person in conversation during this time.

Critical SuccessYou learn the creature’s profession, their specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and settlement where they live, as well as the district in a city large enough to have districts. In addition, you learn the nation or settlement where they spent their formative years.
SuccessYou learn the creature’s profession and specialty within that profession. You learn the nation or settlement where they normally live.
FailureYou learn the creature’s profession and the region of the world they hail from, but no more.
Critical FailureYou learn a piece of erroneous information about the creature.

If the person is deliberately trying to conceal their nature or present a false identity, you learn about their false biography rather than their true one unless the result of your Society check exceeds their Will DC.

Actions Long
Time1 minute
Free Hands
SkillSociety 
DefenseWill
Tool
Sub-actions
SecretThe GM makes the roll for this in secret.
SocietyBiographical Eye
IntelligenceSocietyKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Bit of Luck

4th August 2020 at 9:28pm
Cleric Concentrate Divination Focus Spell Fortune Manipulate Somatic Spell Uncommon Verbal

Level1
Components Somatic Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 Willing creature
Save
Duration1 minute
DomainLuck (Domain)

You tilt the scales of luck slightly to protect a creature from disaster.

When the target would attempt a saving throw, it can roll twice and use the better result.

Once it does this, the spell ends.

If you cast bit of luck again, any previous bit of luck you cast that’s still in effect ends.

After a creature has been targeted with bit of luck, it becomes temporarily immune for 24 hours.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
FortuneDoesn't stack with other Fortune effects, and cancels with Misfortune.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Bizarre Magic

25th July 2020 at 3:22pm
Feat General Skill

Prerequisites Master in Occultism.

You can draw upon strange variations in your spellcasting, whether or not you can cast occult spells.

The DCs to Recognize Spells you cast and Identify Magic you use increase by 5.

Feat Type Skill
Level7
Skill Occultism
RequirementM
Requires

Black Market Smuggler

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Wisdom
SkillStealth
LoreUnderworld
FeatExperienced Smuggler

Black Tentacles

6th August 2020 at 12:01am
Arcane Concentrate Conjuration Manipulate Material Occult Somatic Spell Verbal

Level5
Components Material Somatic Verbal
Cast Time
Range120 feet
Area20-foot Burst adjacent to a flat surface
Target
Save Fortitude
Duration1 minute
Domain

Oily black tentacles rise up and attempt to Grapple each creature in the area.

Make spell attack rolls against the Fortitude DC of each creature.

Any creature you succeed against is Grabbed and takes 3d6 bludgeoning damage.

Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven’t already and they deal 1d6 bludgeoning damage to any creature already grabbed.

The tentacles’ Escape DC is equal to your spell DC.

A creature can attack a tentacle in an attempt to release its grip. Its AC is equal to your spell DC, and it is destroyed if it takes 12 or more damage.

Even if destroyed, additional tentacles continue to grow in the area until the duration ends.

You can Dismiss the spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Blade Barrier

6th August 2020 at 12:01am
Concentrate Divine Evocation Force Manipulate Material Somatic Spell Verbal

Level6
Components Material Somatic Verbal
Cast Time
Range120 feet
Area
Target
Save Reflex
Duration1 minute
Domain

Blades of force form a churning wall.

The wall is a straight line 20 feet high, 120 feet long, and 2 inches thick, and it provides cover.

The wall deals 7d8 force damage to each creature that’s in the wall’s space when it is created, that attempts to pass through the wall, or that ends its turn inside the wall. A basic Reflex save reduces the damage.

A creature that succeeds at this save when the wall is created is pushed to the nearest space on the side of its choice.

Creatures trying to move through the wall fail to do so if they critically fail the save, ending their movement adjacent to the wall.

Heightened (+1) The damage increases by 1d8.

Critical SuccessThe creature takes no damage and passes through the wall. If the wall has just been created, the creature is pushed to an adjacent space either side of it.
SuccessThe creature takes half damage and passes through the wall. If the wall has just been created, the creature is pushed to an adjacent space either side of it.
FailureThe creature takes full damage and passes through the wall.
Critical FailureThe creature takes double damage and ends its movement adjacent to the wall.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall14ForceStopped by Yellow wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Blanket of Stars

1st August 2020 at 4:13pm
Concentrate Illusion Manipulate Occult Primal Somatic Spell Verbal

Level6
Components Somatic Verbal
Cast Time
Range
Area
Target
Save Will
Duration10 minutes
Domain

A flowing cloak of utter darkness drapes over you, filled with pinpricks of light like distant stars.

It imparts the stillness of the cosmos to you, granting you a +2 status bonus to Stealth checks to Hide and Sneak.

While outside under a starry night sky, you’re also Invisible as long as you remain still. When moving under a starry night sky, you are Concealed instead.

Gazing too closely into the stars is disorienting. Any creature that ends its turn adjacent to you must attempt a Will save; this is a Mental Visual effect.

Critical Success
SuccessThe creature is unaffected.
FailureThe creature is Dazzled until the end of its next turn.
Critical FailureThe creature is Confused and Dazzled until the end of its next turn.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.

Bless

7th August 2020 at 7:36pm
Concentrate Divine Enchantment Manipulate Mental Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area5 foot Emanation
TargetYou and allies in the area
Save
Duration1 minute
Domain

Blessings from beyond help your companions strike true.

You and your allies in the area gain a +1 status bonus to attack rolls.

Once per turn, starting the turn after you cast bless, you can use a single action, which has the Concentrate trait, to increase the emanation’s radius by 5 feet.

Bless can Counteract Bane.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Bless Tonic

31st July 2020 at 7:44pm
Feat General Positive Skill

Prerequisites Deity who grants Heal Divine Font.

You channel positive energy into restoratives that ward against harm.

When you Craft an alchemical item that restores Hit Points (rather than create it with advanced alchemy, Quick Alchemy, or another means), it becomes a blessed alchemical item and gains the Positive trait. For example, an elixir of life would become a blessed elixir of life.

When a creature regains Hit Points using a blessed alchemical item, the overflowing energy grants them negative resistance 5 for 1 round, or negative resistance 10 if you are legendary in Crafting.

Feat Type Skill
Level7
Skill Crafting
RequirementM
Requires
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.

Bless Toxin

31st July 2020 at 7:46pm
Feat General Negative Skill

Prerequisites Deity who grants Harm Divine Font.

You pour negative energy into toxins you create to further debilitate your targets.

When you Craft an alchemical poison (rather than create it with advanced alchemy, Quick Alchemy, or another means), it becomes a blessed alchemical poison and gains the Negative trait.

When a creature is afflicted with a blessed alchemical poison, for 1 round, any Hit Points it would regain from a Positive effect are reduced by 5, or by 10 if you are legendary in Crafting.

Feat Type Skill
Level7
Skill Crafting
RequirementM
Requires
ChromaWall14NegativeStopped by Yellow wall.

Blessed

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesCharisma Wisdom
Skill
Lore*Per Deity
FeatBlessed Special

Blessed Blood

31st July 2020 at 7:47pm
Class Feat Sorcerer

Prerequisites Bloodline that grants divine spells, you follow a deity.

Your deity’s blessings manifest in your blood-borne power.

Add up to three of your deity’s spells (spells your deity grants to clerics) to your spell list.

They are not automatically added to your repertoire, but you can select them just as you would spells normally on the divine spell list.

Feat Type Class
Level1
Requires
ClassSorcerer

Blind Ambition

4th August 2020 at 9:27pm
Cleric Concentrate Ehchantment Emotion Focus Spell Manipulate Mental Somatic Spell Uncommon Verbal

Level1
Components Somatic Verbal 1 Focus Point
Cast Time
Range60 foot
Area
Target1 creature
Save Will
Duration10 minutes
DomainAmbition

You strengthen a target’s ambition, increase its resentment of allies, and make its allegiances more susceptible to change.

The target must attempt a Will save.

Critical SuccessThe target is unaffected.
SuccessThe target takes a –1 status penalty to its saving throws and other defenses against attempts to Coerce it, Request something of it, or use Mental effects to convince it to do something (such as a suggestion spell). This penalty applies only if the target is being encouraged to advance its own ambitions.
FailureAs success, but the penalty is –2.
Critical FailureThe target is overcome with ambition, taking whatever actions would advance its own agenda over those of anyone else, even without attempts to convince it.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Blinded

7th August 2020 at 2:56am
Condition

You can’t see.

All normal terrain is Difficult Terrain to you.

You can’t detect anything using vision.

You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks.

You are immune to Visual effects.

Blinded overrides Dazzled.

Blinding Fury

6th August 2020 at 12:11am
Concentrate Curse Divine Emotion Enchantment Incapacitation Mental Occult Primal Reaction Spell Verbal

Level6
Components Verbal
Cast Time
Range60 feet
Area
TargetThe triggering creature
Save Will
DurationVaries
Domain

Trigger A creature damages you.

You curse the target with your outrage at being attacked.

The effect is determined by the target’s Will save.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target can’t observe you until the end of its turn, and if you’re currently observed by it, you become Hidden to it.
FailureAs success, and for 1 minute, every time the target damages you, it can’t observe you until the end of its turn.
Critical FailureAs success, and for an unlimited duration, the first time each round the target damages a creature, it can’t observe that creature until the end of its turn. If it damages several creatures at once, the creature it can’t perceive is chosen randomly among those creatures.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
IncapacitationThis has reduced effect against creatures of higher level.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
Faerie DustReactionCan't be used while affected.

Blindness

6th August 2020 at 12:01am
Arcane Concentrate Divine Incapacitation Manipulate Necromancy Occult Primal Somatic Verbal

Level3
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Fortitude
DurationVaries
Domain

You blind the target.

The effect is determined by the target’s Fortitude save.

The target then becomes temporarily immune for 1 minute.

Incapacitation effect: All targets of higher level than the effect use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target is blinded until its next turn begins.
FailureThe target is blinded for 1 minute.
Critical FailureThe target is blinded permanently.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Blink

6th August 2020 at 12:02am
Arcane Concentrate Conjuration Manipulate MCIR Occult Somatic Spell Teleportation Verbal

Level4
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute
Domain

You blink quickly between the Material Plane and the Ethereal Plane.

You gain resistance 5 to all damage (except force).

You can Sustain the Spell to vanish and reappear 10 feet away in a random direction determined by the GM; the movement doesn’t trigger reactions.

At the end of your turn, you vanish and reappear as above.

Heightened (+2) The resistance increases by 3.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Blister

1st August 2020 at 4:20pm
Arcane Concentrate Manipulate Necromancy Occult Primal Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
Range60 feet
Area
Target1 creature
Save Fortitude
Duration1 minute
Domain

You point at a target in range, and its skin grows searing blisters filled with caustic fluid. The target must attempt a Fortitude save.

Heightened (+1) The damage of a popped blister increases by 1d6.

Critical SuccessThe target is unaffected.
SuccessThe target grows one blister. You can spend a single action, which has the Concentrate trait, to pop a blister. The target and each creature in a 15-foot cone originating from the target takes 7d6 acid damage (basic Fortitude save). You choose the direction of the cone, which can’t include the target. When no blisters are left, the spell ends.
FailureAs success, but the target grows two blisters.
Critical FailureAs success, but the target grows four blisters.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Blistering Invective

1st August 2020 at 4:27pm
Auditory Concentrate Emotion Enchantment Fear Manipulate Mental Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration
Domain

A heap of insults and invectives spew from your mouth— words so devastating your foes burn from the intensity of your diatribe.

Your words deal 2d6 persistent fire damage, and the target must attempt a Will save.

If the target doesn’t understand the language or you’re not speaking a language, it gains a +4 circumstance bonus to its save.

Heightened (+2) You can target two additional creatures, and the persistent damage increases by 2d6.

AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Veil of ConfidenceFearOn fumbled save, spell ends and frightened is 1 greater.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Bloodhound Shoony

6th August 2020 at 5:04pm
Heritage Shoony

You gain a special sense: Imprecise Scent with a range of 30 feet. You gain a +2 circumstance bonus to Survival checks to Track creatures that you have previously sensed with your scent.

Blow-In

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Extinction Curse Player's Guide.

Stat ChoicesCharisma Dexterity
SkillDeception Thievery
LoreUnderworld
FeatLengthy Diversion or Subtle Theft

Blunt Snout

6th August 2020 at 5:02pm
Ability

Your small, blunt snout and labyrinthine sinus system make you resistant to phenomena that assail the nose.

When you roll a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), you get the outcome one degree of success better than the result of your roll.

Blur

7th August 2020 at 7:36pm
Arcane Concentrate Illusion Manipulate Occult Somatic Spell Verbal Visual

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration1 minute
Domain

The target’s form appears blurry.

It becomes Concealed.

As the nature of this effect still leaves the target’s location obvious, the target can’t use this concealment to Hide or Sneak.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Boggard

25th July 2020 at 4:50pm
Trait

Boggards are frog-like humanoids.

They typically have Darkvision.

Bomber

30th July 2020 at 8:51pm
Alchemist Splat

You specialize in explosions and other violent alchemical reactions.

Level 1: You start with the formulas for two 1st-level alchemical bombs in your formula book, in addition to your other formulas.

Level 1: When throwing an alchemical bomb with the Splash trait, you can deal splash damage to only your primary target instead of the usual splash area.

Level 5: When using advanced alchemy to make bombs during your daily preparations, you can use a batch of reagents to create any three bombs instead of just two of the same bomb.

Level 13: You can increase the splash on your bombs to damage creatures within 10 feet, or 15 feet if you have Expanded Splash.

Bon Mot

31st July 2020 at 12:30am
Action Auditory Concentrate Emotion Feat General Linguistic Mental Skill

You launch an insightful quip at a foe, distracting them.

Choose a foe within 30 feet and roll a Diplomacy check against the target’s Will DC.

Critical SuccessThe target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the Concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a Linguistic Charisma-based skill action.
SuccessAs critical success, but the penalty is -2.
Failure
Critical FailureYour quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Actions 1
Time
Free Hands
SkillDiplomacy 
DefenseWill
Tool
Sub-actions
Feat Type Skill
Level1
Skill Diplomacy
RequirementT
Requires
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
LinguisticYour target must be able to understand your language.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
WitBon MotGives Panache on success.
DiplomacyBon Mot
CharismaDiplomacyKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Oathkeeper DwarfDiplomacy+2 circumstance to prove true honesty.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Bonded Animal

30th June 2020 at 4:01pm
Downtime Feat General Skill

Prerequisites Expert in Nature.

You forge strong connections with animals.

You can spend 7 days of downtime trying to bond with a normal animal (not a companion or other special animal).

After this duration, attempt a DC 20 Nature check. If successful, you bond with the animal.

The animal is permanently Helpful to you, unless you do something egregious to break your bond. A helpful animal is easier to direct, as described under Command an Animal.

Bonding with a new animal ends any previous bond you had.

You can’t have both a bonded animal and an animal companion (though you can have both a bonded animal and a familiar).

Feat Type Skill
Level2
Skill Nature
RequirementE
Requires

Bonuwat Wavetouched

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesStrength Wisdom
SkillAthletics
LoreOcean
FeatUnderwater Marauder

Bookkeeper

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesIntelligence Wisdom
SkillSociety
LoreAccounting
FeatEye for Numbers

Borrow an Arcane Spell

2nd July 2020 at 11:16pm
Action Concentrate Exploration Trained

If you’re an arcane spellcaster who prepares from a spellbook, you can attempt to prepare a spell from someone else’s spellbook.

The GM sets the DC for the check based on the spell’s level and rarity; it’s typically a bit easier than Learning the Spell.

Critical Success
SuccessYou prepare the borrowed spell as part of your normal spell preparation.
FailureYou fail to prepare the spell, but the spell slot remains available for you to prepare a different spell. You can’t try to prepare this spell until the next time you prepare spells.
Critical Failure
Actions
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.

Boulder Roll

6th August 2020 at 12:19am
Action Ancestry Dwarf Feat

Your dwarven build allows you to push foes around, just a mighty boulder tumbles through a subterranean cavern.

Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way.

The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes bludgeoning damage equal to your level plus your Strength modifier.

If the foe can’t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.

Actions 2
Time
Free Hands
SkillAthletics 
DefenseFortitude
Tool
Sub-actionsStep
Feat Type Ancestry
AncestryDwarf
Level5
RequiresRock Runner
AthleticsBoulder Roll
Athletic RushAthletics+2 status.
Song of StrengthAthletics+1 status on rolls, and DCs against athletics actions.
Inspire HeroicsSong of StrengthPerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Bounty Hunter

4th August 2020 at 10:36pm
Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesStrength Wisdom
SkillSurvival
LoreLegal
FeatExperienced Tracker

Braggart

6th August 2020 at 11:31pm
Splat Swashbuckler

You boast, taunt, and psychologically needle your foes.

You are trained in Intimidation.

You gain panache during an encounter whenever you successfully Demoralize a foe.

Brand the Impenitent

4th August 2020 at 8:38pm
Abjuration Concentrate Curse Divine Manipulate Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save Fortitude
DurationVaries
Domain

You brand the target with an ethereal copy of your deity’s religious symbol.

This brand can’t be hidden, but it is visible only to followers of your faith, who see it as clearly as a lit torch. (It does not actually emit light like a torch.)

Followers of your faith ignore the target’s Concealed condition, if any, and the target gains a –1 status penalty to AC against attacks by followers of your faith.

If the target is a follower of your deity in good standing, the spell fails.

Critical SuccessThe target is unaffected.
SuccessThe spell lasts for 1 round.
FailureThe spell lasts for 1 minute.
Critical FailureThe spell has an unlimited duration.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Breath Control

22nd July 2020 at 10:03pm
Feat General

You have incredible breath control, which grants you advantages when air is hazardous or sparse.

You can hold your breath for 25 times as long as usual before Suffocating.

You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.

Feat Type General
Level1
Requires

Breath of Life

19th July 2020 at 7:29pm
Concentrate Divine Healing Necromancy Positive Reaction Spell Verbal

Level5
Components Verbal
Cast Time
Range60 feet
Area
TargetThe triggering creature
Save
Duration
Domain

Trigger A living creature in range would die.

Your blessing revives a creature at the moment of its death.

You prevent the target from dying and restore Hit Points to the target equal to 4d8 plus your spellcasting ability modifier.

You can’t use breath of life if the triggering effect was Disintegrate or a Death effect.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Faerie DustReactionCan't be used while affected.

Briar Impale

6th August 2020 at 9:10pm
Action Concentrate Implied Manipulate

Implied by Impaling Briars.

In addition, once per round you can direct the briars to impale any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the Concentrate and Manipulate traits.

Make a spell attack roll. On a success, the target takes 10d6 piercing damage and takes a –10-foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is Immobilized for 1 round unless it Escapes.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Bright Light

2nd August 2020 at 11:58pm

In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better.

Some types of creatures are Dazzled or Blinded by bright light.

Bright Lion

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Strength
SkillDeception
LoreMzali
FeatLie to Me

Broken

26th June 2020 at 5:24pm
Condition

Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points below its Broken Threshold. A broken object can’t be used for its normal function, nor does it grant bonuses—with the exception of armor.

Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor.

A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.

If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item’s current HP to the Broken Threshold.

Brutal

25th July 2020 at 4:54pm
Weapon Trait

A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll.

Brutal Bully

23rd July 2020 at 11:06pm
Barbarian Class Feat

Prerequisites Expert in Athletics.

You push your foes around and leave bruises.

While raging, when you successfully Disarm, Grapple, Shove, or Trip a foe, you deal that foe bludgeoning damage equal to your Strength modifier; add this to the damage from a critical success to Trip.

Feat Type Class
Level6
Requires
ClassBarbarian

Brutality

6th August 2020 at 10:35pm
Ability

Your fury makes your weapons lethal.

Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.

While raging, you gain access to the Critical Specialization Effects for melee weapons and unarmed attacks.

Buck

27th June 2020 at 7:33pm
Action Reaction

Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.

Trigger A creature Mounts or uses the Command an Animal action while riding the monster.

The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land prone.

If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Faerie DustReactionCan't be used while affected.

Bulk

7th July 2020 at 12:33am

Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear.

The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness.

If you have a high Strength score, you usually don’t need to worry about Bulk unless you’re carrying numerous substantial items.

You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the Encumbered condition. You can’t hold or carry more Bulk than 10 plus your Strength modifier.

Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a —) for the purpose of determining Bulk. For instance, full plate armor is 4 Bulk, a longsword is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible.

Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk).

Items of negligible Bulk don’t count toward Bulk unless you try to carry vast numbers of them, as determined by the GM.

As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light.

Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn’t heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk.

Hefty HaulerBulkYour bulk limits increase by 2.

BulletListMacro

1st August 2020 at 8:18pm
$:/tags/Macro

Burning Hands

19th July 2020 at 7:31pm
Arcane Concentrate Evocation Fire Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area15 foot Cone
Target
Save Reflex
Duration
Domain

Gouts of flame rush from your hands.

You deal 2d6 fire damage to creatures in the area.

Heightened (+1) The damage increases by 2d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Burrow

4th July 2020 at 7:17pm
Action Move

Requirements You have a burrow Speed.

You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed.

You can’t burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ImmobilizedMoveCan't move.

Burst

3rd August 2020 at 12:18am
Area

A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius.

For instance, when you cast fireball, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst.

Squares should be measured in the standard way, with every other diagonal square measured as 10'. Bursts are approximately circular, not square.

The size of a burst mentioned in an effect description is always its radius. Some effects specifically mention "radius". This does not indicate a special case.

Butcher

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Extinction Curse Player's Guide.

Stat ChoicesConstitution Intelligence
SkillSociety
LoreMercantile
FeatRead Lips

Calculated Splash

23rd July 2020 at 7:49pm
Alchemist Class Feat

You have calculated all the angles to maximize a bomb’s splash.

When you throw an alchemical bomb with the Splash trait, you can cause the bomb to deal splash damage equal to your Intelligence modifier (minimum 0) instead of the normal amount.

Feat Type Class
Level4
Requires
ClassAlchemist

Caligni

25th July 2020 at 4:51pm
Trait

These subterranean people have Darkvision, and some have powers to create darkness.

Call on Ancient Blood

1st August 2020 at 8:21pm
Action Reaction

Trigger You attempt a saving throw against a magical effect, but you haven't rolled yet.

You gain a +1 circumstance bonus to the triggering saving throw and until the end of this turn.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Faerie DustReactionCan't be used while affected.

Call Storm Lord Lightning

6th August 2020 at 9:23pm
Action Concentrate Implied Manipulate

Implied by Storm Lord.

In addition, once per round you can use a single action, which has the Concentrate and Manipulate traits, to call down a bolt of lightning, striking any target in range that you can see.

You deal 10d6 electricity damage to the target; it must attempt a basic Reflex save. On a failure, it is also Deafened for 1 round.

Actions 1
Time
Free Hands
Skill
DefenseReflex
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Calm Emotions

6th August 2020 at 12:02am
Concentrate Divine Emotion Enchantment Incapacitation Manipulate Mental Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range120 feet
Area10 foot Burst
Target
Save Will
DurationSustained up to 1 minute
Domain

You forcibly calm creatures in the area, soothing them into a nonviolent state; each creature must attempt a Will save.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe creature is unaffected.
SuccessCalming urges impose a -1 status penalty to the creature's attack rolls.
FailureAny Emotion effects that would affect the creature are suppressed and the creature can't use Hostile Actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions.
Critical FailureAs failure, but hostility doesn’t end the effect.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Mad MonkeysCalm EmotionsCalms down monkeys and reduces spell effect.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Canny Acumen

30th June 2020 at 9:51am
Feat General

Your avoidance or observation is beyond the ken of most in your profession.

Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice.

At 17th level, you become a master in your choice.

Feat Type General
Level1
Requires

Cantrip Expansion

11th July 2020 at 7:11pm
Ability Class Feat Wizard

Dedicated study allows you to prepare a wider range of simple spells.

You can prepare two additional Cantrips each day.

Feat Type Class
Level2
Requires
ClassWizard

Captivating Adoration

5th August 2020 at 5:44pm
Cleric Concentrate Emotion Enchantment Focus Spell Manipulate Mental Somatic Spell Uncommon Verbal Visual

Level4
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area15 foot Emanation
Target
Save Will
Duration1 minute
DomainPassion

You become intensely entrancing, and creatures are distracted by you as long as they remain within the area.

You can exclude any creatures you choose from the effects.

When a creature enters the area for the first time, it must attempt a Will saving throw. If a creature leaves and reenters, it uses the results of its original save.

Heightened (+1) Increase the size of the emanation by 15 feet.

Critical SuccessThe creature is unaffected and temporarily immune for 1 hour.
SuccessThe creature is Fascinated with you for its next action, then is temporarily immune for 1 hour.
FailureThe creature is Fascinated with you.
Critical FailureThe creature is Fascinated with you, and its attitude toward you improves by one step.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.

Caravan Leader

30th July 2020 at 1:19pm
Feat General

Prerequisites Con 18, Pick Up the Pace.

You know how to get the most effort out of your allies on the road.

When Hustling in a group during exploration mode, your group can Hustle for as long as the member who could Hustle longest on their own, plus an additional 20 minutes beyond that.

Feat Type General
Level11
RequiresPick Up the Pace

Cast a Spell

7th July 2020 at 12:27am
Action Activity

You cast a spell you have prepared or in your repertoire.

Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell’s stat block.

As soon as the spellcasting actions are complete, the spell effect occurs.

Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell’s stat block—for example, “[reaction] verbal.”

Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it’s not necessary to break down which one you’re providing at a given time. You can’t use other actions or reactions while casting such a spell, though at the GM’s discretion, you might be able to speak a few sentences.

As with other activities that take a long time, these spells have the Exploration trait, and you can’t cast them in an encounter. If combat breaks out while you’re casting one, your spell is disrupted.

Each spell lists the spell components required to cast it after the action icons or text, such as “[three-actions] material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can’t provide the components, you fail to Cast the Spell.

Some abilities and spells can disrupt a spell, causing it to have no effect and be lost.

When you lose a spell, you’ve already expended the spell slot, spent the spell’s costs and actions, and used the Cast a Spell activity.

If a spell is disrupted during a Sustain a Spell action, the spell immediately ends.

Actions
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Aquatic CombatCast a SpellYou can't cast fire spells underwater.
AmphibiousAquatic CombatRemoves -2 penalty on bludgeoning and slashing unarmed strikes.
AquaticAquatic CombatRemoves -2 penalty for bludgeoning and slashing unarmed Strikes.
Underwater MarauderAquatic CombatNot flat-footed and ignore penalties for bludgeoning/slashing.
Crisis of FaithCast a SpellCan shut down casting of Divine spells.
Spiritual EpidemicCast a SpellCasting on an affected target may spread the curse.
StupefiedCast a SpellGives risk of disruption on flat check.

Cat Fall

30th June 2020 at 10:04am
Feat General Skill

Prerequisites Trained in Acrobatics.

Your catlike aerial acrobatics allow you to cushion your falls.

Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter.

If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Feat Type Skill
Level1
Skill Acrobatics
RequirementT
Requires

Cataclysm

19th July 2020 at 9:13pm
Acid Air Arcane Cold Concentrate Earth Electricity Evocation Fire Manipulate Primal Somatic Spell Verbal Water

Level10
Components Somatic Verbal
Cast Time
Range1000 feet
Area60-foot Burst
Target
Save Reflex
Duration
Domain

You call upon the unimaginable power of world-ending cataclysms, ripping a small piece of each cataclysm and combining them together into one horrifically powerful attack.

The following effects come down upon all creatures in the area.

Treat the resistances of creatures in the area as if they were 10 lower for the purpose of determining the cataclysm’s damage.

Each creature attempts one basic Reflex save that applies to all six types of damage.

  • Flesh-dissolving acid rain deals 3d10 acid damage.
  • A roaring earthquake shakes and bludgeons creatures on the ground, dealing 3d10 bludgeoning damage.
  • A blast of freezing wind deals 3d10 cold damage.
  • Incredible lightning lashes the area, dealing 3d10 electricity damage.
  • Beating winds churn across the sky, dealing 3d10 bludgeoning damage to creatures flying in the area.
  • An instant tsunami sweeps over creatures in the area, dealing 3d10 bludgeoning damage with the water trait (doubled for creatures swimming in the area).
  • A massive wildfire burns in a sudden inferno, dealing 3d10 fire damage.
AirThis may not work in vacuum or without air.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14AcidStopped by Yellow wall.
RegenerateAcidDeactivates regeneration from this spell.
ChromaWall14ColdStopped by Yellow wall.
ChromaWall14ElectricityStopped by Yellow wall.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Catch Rock

27th June 2020 at 7:37pm
Action Reaction

Requirements The monster must have a free hand but can Release anything it’s holding as part of this reaction.

Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.

The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Faerie DustReactionCan't be used while affected.

Catfolk

1st August 2020 at 10:43pm
Ancestry Catfolk Humanoid Uncommon
Base HP8
SizeMedium
Speed25
BoostsDexterity Charisma Free
FlawsWisdom
LanguagesAmurrun Common

Special Abilities

Heritages

Level 1 Catfolk Feats

Level 5 Catfolk Feats

Level 9 Catfolk Feats

Level 13 Catfolk Feats

Level 17 Catfolk Feats

UncommonYou can't normally gain this by character advancement.

Celestal Brand

7th August 2020 at 3:04am
Curse Focus Spell Manipulate Necromancy Somatic Sorcerer Spell Uncommon

Level5
Components Somatic 1 Focus Point
Cast Time
Range30 feet
Area
Target1 Evil creature
Save
Duration1 round
Domain

A blazing symbol appears on the target, marking it for divine justice.

You and your allies receive a +1 status bonus to your attack rolls and skill checks against it.

Anytime a Good creature damages it, the good creature deals an additional 1d4 good damage.

The target is then temporarily immune for 1 minute.

Heightened (+2) The good damage increases by 1.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Celestial

25th July 2020 at 4:52pm
Trait

Creatures that hail from or have a strong connection to the good-aligned planes are called celestials.

Celestials can survive the basic environmental effects of planes in the Outer Sphere.

Chain Lightning

6th August 2020 at 12:02am
Arcane Concentrate Electricity Evocation Manipulate Primal Somatic Spell Verbal

Level6
Components Somatic Verbal
Cast Time
Range500 feet
Area
Target1 creature, plus any number of additional creatures
Save Reflex
Duration
Domain

You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage.

The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on.

You can’t target the same creature more than once, and you must have line of effect to all targets.

You can end the chain at any point.

Each target must attempt a basic Reflex save.

Roll the damage only once, and apply it to each target (halving or doubling as appropriate for its saving throw outcome).

The chain ends if any one of the targets critically succeeds at its save.

Heightened (+1) The damage increases by 1d12.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
ChromaWall14ElectricityStopped by Yellow wall.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Chameleon Coat

1st August 2020 at 4:30pm
Concentrate Illusion Manipulate Material Primal Somatic Spell Verbal

Level5
Components Somatic Verbal Material
Cast Time
Range15 feet
Area
TargetUp to 8 creatures
Save
Duration10 minutes
Domain

You shift the colors of the targets’ outermost layer of clothing and gear to be closer to their environment when they remain still.

Creatures affected by the spell gain a +3 status bonus to Stealth checks to Hide.

The changed color granted by the spell always shifts to match the environment, even if there are drastic changes.

If any piece of gear or clothing affected by the spell is removed from a creature, the spell ends for that creature.

Heightened (6th) If a creature affected by this spell rolls a critical failure on its Stealth check to Sneak within 30 feet of a creature that would spot it, it instead only fails its check, as the spell mildly hypnotizes the spotter.

Heightened (8th) As 6th level, and the status bonus is +4.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.

Champion's Sacrifice

3rd August 2020 at 7:29pm
Abjuration Champion Focus Spell Manipulate Reaction Somatic Spell Uncommon

Level6
Components Somatic 1 Focus Point
Cast Time
Range30 feet
Area
Target1 ally
Save
Duration
Domain

Trigger An ally is hit by a Strike, or an ally fails a saving throw against an effect that doesn't affect you.

You form a link with an ally, allowing you to take harm in their stead.

All the effects of the hit or failed save are applied to you instead of the ally. For example, if the target critically fails a saving throw against a fireball, you would take double damage.

These effects ignore any resistances, immunities, or other abilities you have that might mitigate them in any way, although those of the target apply before you take the effect.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Faerie DustReactionCan't be used while affected.

Change

4th August 2020 at 9:29pm
Domain

You can restructure the physical and metaphysical.

Basic Domain Spell:

Advanced Domain Spell:

Change Form

29th July 2020 at 10:01pm
Action Concentrate Implied

Implied by Shapechange.

You can change your form to any other form you could choose with this spell by using a single action, which has the Concentrate trait.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Change Shape

27th June 2020 at 7:39pm
Action Concentrate Polymorph Transmutation

The monster changes its shape indefinitely.

It can use this action again to return to its natural shape or adopt a new shape.

Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual.

Using Change Shape counts as creating a disguise for the Impersonate use of Deception. It gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise.

The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed.

Change Shape abilities specify what shapes the monster can adopt.

The monster doesn’t gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Change Wind Walk Direction

31st July 2020 at 7:14pm
Action Concentrate Implied

Implied by the text of Wind Walk.

You can change the wind’s direction by using a single action, which has the Concentrate trait.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Changeling

25th July 2020 at 4:55pm
Trait

These humanoids are the children of hags and members of other humanoid ancestries.

Charge Luminance

5th August 2020 at 10:12pm
Action Free Implied

Implied by Positive Luminance.

At the start of each of your turns, you can use a free action to increase the luminance reservoir by 4. If you do, the radius of your light increases by 10 feet.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Charisma

1st August 2020 at 10:25pm
Ability Score

Charisma measures your character’s personal magnetism and strength of personality.

A high Charisma score helps you influence the thoughts and moods of others.

Charisma governs Deception, Diplomacy, Intimidation, and Performance.

Being Stupefied, Sickened or Frightened reduces your Charisma rolls.

These ancestries boost Charisma:

These ancestries have flaws in Charisma:

FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.

Charitable Urge

1st August 2020 at 4:34pm
Arcane Concentrate Divine Enchantment Incapacitation Manipulate Mental Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
DurationVaries
Domain

You speak on the virtue of charity, compelling the target to give away its possessions.

The target must attempt a Will save.

If the target has no items on its person, the spell fails.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target is Stunned 1 as it wrestles with the urge.
FailureOn its next turn, before it does anything else, the target must present the nearest creature with an item in its possession; the target chooses which item to give, and if the only item it has is one that it's currently using to defend itself, such as a weapon during a combat encounter, it can choose to be Stunned for 1 round instead of giving up the item. This might require the target to Interact to retrieve an item or move to reach the nearest creature, and handing the item to the target always requires an Interact action.
Critical FailureAs failure, except the duration is 4 rounds, and the target must repeat the effects of failure on each of its turns. At the end of each of its turns, the target can attempt a new Will save to reduce the remaining duration by 1 round, ending it entirely on a critical success.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Charlatan

31st July 2020 at 7:48pm
Feat General Skill

You’ve learned to mimic the abilities of spellcasters by studying their flourishes and words.

When you activate a magic item to generate a spell effect, attempt a Deception check. If you succeed against an onlooker’s Perception DC, to that onlooker, you appear to Cast that Spell instead.

Onlookers who successfully Recognize the Spell realize you used a magic item, though those who later successfully Identify the Magic still can’t determine that the source of the effect was a magic item.

Feat Type Skill
Level1
Skill Deception
RequirementT
Requires

Charlatan (Background)

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesCharisma Intelligence
SkillDeception
LoreUnderworld
FeatCharming Liar

Charm

19th July 2020 at 9:24pm
Arcane Concentrate Emotion Enchantment Incapacitation Manipulate Mental Occult Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration1 hour
Domain

To the target, your words are honey and your visage seems bathed in a dreamy haze.

It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used Hostile Actions against it.

You can Dismiss the spell.

If you use hostile actions against the target, the spell ends.

When the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

Heightened (4th) The duration lasts until the next time you make your daily preparations. Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected and aware you tried to charm it.
SuccessThe target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic).
FailureThe target’s attitude becomes Friendly toward you. If it was friendly, it becomes Helpful. It can’t use Hostile Actions against you.
Critical FailureThe target’s attitude becomes helpful toward you, and it can’t use Hostile Actions against you.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Charming Liar

26th July 2020 at 12:55am
Feat General Skill

Prerequisites Trained in Deception.

Your charm allows you to win over those you lie to.

When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression.

This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve.

You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.

Feat Type Skill
Level1
Skill Diplomacy
RequirementT
Requires

Charming Touch

5th August 2020 at 5:56pm
Cleric Emotion Enchantment Focus Spell Incapacitation Manipulate Mental Somatic Spell Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
RangeTouch
Area
Target1 humanoid creature that could find you attractive
Save Will
Duration10 minutes
DomainPassion

You infuse your target with attraction, causing it to act friendlier toward you.

The target attempts a Will save. It gains a +4 circumstance bonus to this save if you or your allies recently threatened or were hostile to it.

You can Dismiss the spell.

If you use Hostile Actions against the target, the spell ends.

After the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, which could potentially allow you to convince the target to continue being your friend via mundane means.

Heightened (4th) You can target any type of creature, not just humanoids, as long as it could find you attractive.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected and aware you tried to charm it.
SuccessThe target is unaffected but thinks your spell was something harmless instead of charming touch, unless it identifies the spell (usually with Identify Magic).
FailureThe target’s attitude becomes Friendly toward you. If it was friendly, it becomes Helpful. It can’t use Hostile Actions against you.
Critical FailureThe target is Helpful and can’t use Hostile Actions against you.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Chelish Rebel

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Dexterity
SkillSociety
LoreKintargo
FeatStreetwise

Chemical Contagion

30th July 2020 at 1:55pm
Action Alchemist Class Feat Reaction

Trigger A creature within 30 feet critically fails its initial saving throw against a poison you created.

With carefully engineered enzymes, you coax some of your poison to infect another target, using the original victim as a carrier.

A creature adjacent to the triggering creature is exposed to the triggering poison.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level16
Requires
ClassAlchemist
Faerie DustReactionCan't be used while affected.

Child of the Puddles

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesDexterity Intelligence
SkillAcrobatics
LoreAbsalom
FeatSteady Balance

Child of Westcrown

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Strength
SkillDiplomacy
LoreWestcrown
FeatGroup Impression

Chill Touch

30th July 2020 at 8:58pm
Arcane Cantrip Concentrate Divine Manipulate Necromancy Negative Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 living or undead creature
Save Fortitude
Duration
Domain

Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee.

The effect depends on whether the target is living or undead.

  • Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also Enfeebled 1 for 1 round on a critical failure.
  • Undead Creature The target is Flat-Footed for 1 round on a failed Fortitude save. On a critical failure, the target is also Fleeing for 1 round unless it succeeds at a Will save.

Heightened (+1) The negative damage to living creatures increases by 1d4.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall14NegativeStopped by Yellow wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Chilling Darkness

6th August 2020 at 12:05am
Attack Cold Concentrate Darkness Divine Evil Evocation Manipulate Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 creature
Save
Duration
Domain

You shoot an utterly cold ray of darkness tinged with unholy energy.

Make a ranged spell attack against the target.

You deal 5d6 cold damage, plus 5d6 evil damage if the target is a celestial.

If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to Counteract the light.

If you need to determine whether the ray passes through an area of light, draw a line between yourself and the spell’s target.

Heightened (+1) The cold damage increases by 2d6, and the evil damage against celestials increases by 2d6.

Critical SuccessThe target takes double damage.
SuccessThe target takes full damage.
FailureThe target takes no damage.
Critical Failure
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
EvilEvil damage harms only good creatures.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
ChromaWall14ColdStopped by Yellow wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Chilling Spray

1st August 2020 at 4:36pm
Arcane Cold Concentrate Evocation Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area15 foot Cone
Target
Save Reflex
Duration
Domain

A cone of icy shards bursts from your spread hands and coats the targets in a layer of frost.

You deal 2d4 Cold damage to creatures in the area; they must each attempt a Reflex save.

Heightened (+1) The damage increases by 2d4.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes half damage.
FailureThe creature takes full damage and takes a –5-foot status penalty to its Speeds for 2 rounds.
Critical FailureThe creature takes double damage and takes a –10-foot status penalty to its Speeds for 2 rounds.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ColdStopped by Yellow wall.

Chirurgeon

30th July 2020 at 8:51pm
Alchemist Splat

You concentrate on healing others with alchemy.

Level 1: You start with the formulas for two of the following in your formula book, in addition to your other formulas: lesser Antidote, lesser Antiplague, or minor Elixir of Life.

Level 1: As long as your proficiency rank in Medicine is trained or better, you can attempt a Crafting check instead of a Medicine check for any of Medicine’s untrained and trained uses.

Level 5: When using Advanced Alchemy to make elixirs of life during your daily preparations, you can create three elixirs with each batch of reagents instead of two.

Level 13: When you use Quick Alchemy to create any type of elixir of life, the creature drinking the elixir gains the maximum Hit Points possible for that elixir, instead of rolling to determine the number of Hit Points regained.

Chroma Leach

1st August 2020 at 4:39pm
Concentrate Manipulate Necromancy Occult Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 living creature
Save Fortitude
Duration
Domain

Your hand glows with impossible colors from beyond the stars, and your touch saps both color and vitality from the living.

The target must attempt a Fortitude save; creatures with the Gnome trait take a –2 circumstance penalty to this save.

Critical SuccessThe target is unaffected.
SuccessThe target is Enfeebled 2 for 1 round.
FailureThe target is Enfeebled 2 for 1 minute and Drained 1. The target is also filled with listlessness and ennui. For 1 round, if the target tries to use a Move action, it must succeed at a Will save against your spell DC or the action is lost; this effect has the Mental and Emotion traits.
Critical FailureAs failure, but the creature is permanently Enfeebled 2 and Drained 2 (although magic such as Restoration can reduce or remove these conditions).
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Chromatic Wall

31st July 2020 at 6:36pm
Abjuration Arcane Concentrate Manipulate Material Occult Somatic Spell Verbal

Level5
Components Material Somatic Verbal
Cast Time
Range120 feet
Area
Target
Save
Duration10 minutes
Domain

You create an opaque Wall of light in a single vibrant color.

The wall is straight and vertical, stretching 60 feet long and 30 feet high.

If the wall would pass through a creature, the spell is lost.

The wall sheds bright light for 20 feet on each side, and dim light for the next 20 feet. You can ignore the wall’s effects when passing thorugh, but it still blocks your weapons and effects.

Roll 1d4 to determine the color of the wall. Each color has a particular effect on items, effects, or creatures that attempt to pass through.

Chromatic wall can’t be Counteracted normally; rather, each color is automatically counteracted when targeted by a specific spell, even if that spell’s level is lower than that of chromatic wall.

  1. Red The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. Cone of Cold can counteract a red chromatic wall.
  2. Orange The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. Gust of Wind can counteract an orange chromatic wall.
  3. Yellow The wall stops Acid , Cold , Electricity , Fire , Force , Negative , Positive , and Sonic effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. Disintegrate can counteract a yellow chromatic wall.
  4. Green The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them Enfeebled 1 for 1 minute. A basic Fortitude save reduces the damage and negates the enfeebled condition on a success. Passwall can counteract a green chromatic wall.

Heightened (7th) The spell’s duration increases to 1 hour. Roll 1d8 to determine the wall’s color; the results for 5–8 are below.

A red, orange, yellow, or green wall deals an extra 10 damage.

  1. Blue The wall stops Auditory , Petrification , and Visual effects from passing through, and creatures passing through are subject to the effects of Flesh to Stone. Magic Missile can counteract a blue chromatic wall.
  2. Indigo The wall stops Divination and Mental effects from passing through, and those passing through are subject to the effects of Warp Mind. Searing Light can counteract an indigo chromatic wall.
  3. Violet The wall prevents spells from targeting the other side (area effects still cross as normal). Creatures passing through must succeed at a Will save or they are Slowed 1 for 1 minute; on a critical failure, the creature is instead sent to another plane, with the effect of Plane Shift. Dispel Magic can counteract a violet chromatic wall.

  1. Reroll, and creatures that pass through the wall take a –2 circumstance penalty to their saves.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

ChromaWall14

6th August 2020 at 9:54pm
  1. Red The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. Cone of Cold can counteract a red chromatic wall.
  2. Orange The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. Gust of Wind can counteract an orange chromatic wall.
  3. Yellow The wall stops Acid , Cold , Electricity , Fire , Force , Negative , Positive , and Sonic effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. Disintegrate can counteract a yellow chromatic wall.
  4. Green The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them Enfeebled 1 for 1 minute. A basic Fortitude save reduces the damage and negates the enfeebled condition on a success. Passwall can counteract a green chromatic wall.

ChromaWall57

6th August 2020 at 7:35pm

  1. Blue The wall stops Auditory , Petrification , and Visual effects from passing through, and creatures passing through are subject to the effects of Flesh to Stone. Magic Missile can counteract a blue chromatic wall.
  2. Indigo The wall stops Divination and Mental effects from passing through, and those passing through are subject to the effects of Warp Mind. Searing Light can counteract an indigo chromatic wall.
  3. Violet The wall prevents spells from targeting the other side (area effects still cross as normal). Creatures passing through must succeed at a Will save or they are Slowed 1 for 1 minute; on a critical failure, the creature is instead sent to another plane, with the effect of Plane Shift. Dispel Magic can counteract a violet chromatic wall.

Circle of Protection

19th July 2020 at 9:46pm
Abjuration Concentrate Divine Manipulate Material Occult Somatic Spell Uncommon Verbal

Level3
Components Material Somatic Verbal
Cast Time
RangeTouch
Area
Target10-foot Emanation centred on the touched creature
Save Will
Duration1 minute
Domain

You ward a creature and those nearby against a specified alignment.

Choose Chaotic , Evil , Good , or Lawful ; this spell gains the opposing trait.

Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures.

This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment.

Summoned creatures of the chosen alignment can’t willingly enter the area without succeeding at a Will save; repeated attempts use the first save result.

Heightened (4th) The duration increases to 1 hour.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Circus Born

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Extinction Curse Player's Guide.

Stat ChoicesCharisma Intelligence
SkillPerformance
LoreCircus
FeatExperienced Professional

Cities

4th August 2020 at 9:08pm
Domain

You have powers over urban environments and denizens.

Basic Domain Spell: Face in the Crowd

Advanced Domain Spell: Pulse of the City

Clairaudience

19th July 2020 at 9:48pm
Arcane Concentrate Divination Manipulate Material Occult Scrying Somatic Spell Verbal

Level3
Components Material Somatic Verbal
Cast Time1 minute
Range500 feet
Area
Target
Save
Duration10 minutes
Domain

You create an invisible floating ear at a location within range (even if it’s outside your line of sight or line of effect).

It can’t move, but you can hear through the ear as if using your normal auditory senses.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Clairvoyance

19th July 2020 at 9:49pm
Arcane Concentrate Divination Manipulate Material Occult Scrying Somatic Spell Verbal

Level4
Components Material Somatic Verbal
Cast Time10 minutes
Range500 feet
Area
Target
Save
Duration10 minutes
Domain

You create an invisible floating eye at a location within range (even if it’s outside your line of sight or line of effect).

The eye can’t move, but you can see in all directions from that point as if using your normal visual senses.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Cleave

23rd July 2020 at 11:08pm
Action Barbarian Class Feat Rage Reaction

Trigger Your melee Strike kills a creature or knocks it Unconscious, and another foe is adjacent to that creature.

You swing clear through one foe and into another.

Make a melee Strike against the second foe.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actionsStrike
Feat Type Class
Level6
Requires
ClassBarbarian
RageYou have to be raging to use this.
Great CleaveCleaveLets you continue cleaving more than once.
Faerie DustReactionCan't be used while affected.

Climb

20th July 2020 at 10:40pm
Action Move Untrained

Requirements You have both hands free (or just one hand if you have Combat Climber).

You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re Flat-Footed unless you have a climb Speed or Combat Climber.

You can use Tumble Through to climb though an opponent's square.

Critical SuccessYou move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
SuccessYou move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
Failure
Critical FailureYou fall. If you began the climb on stable ground, you fall and land Prone.

If you have Quick Climb, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed.

Actions 1
Time
Free Hands2
SkillAthletics 
Defense
Tool
Sub-actions
Combat ClimberClimbNot flat-footed when climbing and need only 1 hand.
InclineClimbYou're flat-footed while climbing an incline.
Quick ClimbClimbIncreases speeds by +5/+10 or gives climb speed if Legend.
AthleticsClimb
Athletic RushAthletics+2 status.
Song of StrengthAthletics+1 status on rolls, and DCs against athletics actions.
Inspire HeroicsSong of StrengthPerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
ImmobilizedMoveCan't move.

Cloak of Colors

19th July 2020 at 9:54pm
Arcane Concentrate Illusion Incapacitation Manipulate Occult Somatic Spell Verbal Visual

Level5
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration1 minute
Domain

A cloak of swirling colors shrouds the target.

Creatures are Dazzled while adjacent to it, and attacking the target causes a brilliant flash of light.

A creature that hits the target with a melee attack must attempt a Will save.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical Success
SuccessThe attacker is unaffected.
FailureThe attacker is Blinded for 1 round.
Critical FailureThe attacker is Stunned for 1 round.

The creature is temporarily immune until the end of its turn; the effect on a melee attack has the Incapacitation trait.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Cloak of Shadow

6th August 2020 at 12:13am
Cleric Darkness Evocation Focus Spell Manipulate Shadow Somatic Spell Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
RangeTouch
Area
Target1 Willing creature
Save
Duration1 minute
DomainDarkness (Domain)

You drape the target in a mantle of swirling shadows that make it harder to see.

The cloak reduces Bright Light within a 20-foot Emanation to Dim Light. This is a form of magical darkness and can therefore overcome non-magical light or attempt to Counteract magical light.

The target can use the Concealed condition gained from the shadows to Hide, though observant creatures can still follow the moving aura of shadow, making it difficult for the target to become completely undetected.

The target can use an Interact action to remove the cloak and leave it behind as a decoy, where it remains, reducing light for the rest of the spell’s duration.

If anyone picks up the cloak after it’s been removed by the original target, the cloak evaporates and the spell ends.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Close Eye of the Arclords

4th August 2020 at 9:47pm
Action Concentrate Implied

Implied by Eye of the Arclords.

The eye can remain open for 1 minute, and you can close it before then with a single action with the Concentrate trait.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Cloud Jump

26th July 2020 at 12:56am
Feat General Skill

Prerequisites Legendary in Athletics.

Your unparalleled athletic skill allows you to jump impossible distances.

Triple the distance you Long Jump (so you could jump 60 feet on a successful DC 20 check). Unless you use extra actions (as below) you can't jump further than your Speed.

When you High Jump, use the calculation for a Long Jump but don’t triple the distance.

When you Long Jump or High Jump, you can also increase the number of actions you use (up to the number of actions you have remaining in your turn) to jump even further. For each extra action, add your Speed to the maximum distance you jump.

Feat Type Skill
Level15
Skill Athletics
RequirementL
Requires

Cloudkill

19th July 2020 at 9:57pm
Arcane Concentrate Death Manipulate Material Necromancy Poison Primal Somatic Spell Verbal

Level5
Components Material Somatic Verbal
Cast Time
Range120 feet
Area20 foot Burst
Target
Save Fortitude
Duration1 minute
Domain

You conjure a poisonous fog.

This functions as Obscuring Mist, except the area moves 10 feet away from you each round.

You deal 6d8 poison damage to each breathing creature that starts its turn in the spell’s area.

You can Dismiss the spell.

Heightened (+1) The damage increases by 1d8.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Clown

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Extinction Curse Player's Guide.

Stat ChoicesCharisma Dexterity
SkillPerformance
LoreClown
FeatVirtuosic Performer

Clumsy

22nd July 2020 at 8:47pm
Condition

Your movements become clumsy and inexact.

Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.

Coerce

25th July 2020 at 3:47pm
Action Auditory Concentrate Emotion Exploration Linguistic Mental

With threats either veiled or overt, you attempt to bully a creature into doing what you want.

You must spend at least 1 minute of conversation with a creature you can see and that can either see or sense you.

At the end of the conversation, attempt an Intimidation check against the target’s Will DC, modified by any circumstances the GM determines.

Critical SuccessThe target gives you the information you seek or agrees to follow your directives so long as they aren’t likely to harm the target in any way. The target continues to comply for an amount of time determined by the GM but not exceeding 1 day, at which point the target becomes Unfriendly (if they weren’t already unfriendly or Hostile). However, the target is too scared of you to retaliate—at least in the short term.
SuccessAs critical success, but once the target becomes Unfriendly, they might decide to act against you—for example, by reporting you to the authorities or assisting your enemies.
FailureThe target doesn’t do what you say, and if they were not already Unfriendly or Hostile, they become unfriendly.
Critical FailureThe target refuses to comply, becomes Hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.
Actions
Time
Free Hands
SkillIntimidation 
DefenseWill
Tool
Sub-actions
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
LinguisticYour target must be able to understand your language.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
Exhort the FaithfulCoerceUse Religion to Coerce numbers of your faith.
Group CoercionCoerceCan Coerce more targets based on proficiency.
Intimidating ProwessCoerceGain +1/+2 circumstance if you can menace target.
Lasting CoercionCoerceMakes compliance last a week or month.
Quick CoercionCoerceTakes only 1 round, not 1 minute.
IntimidationCoerce
CharismaIntimidationKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Feral MutagenIntimidationAllows Bestial Mutagen to grant an item bonus.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Cold

25th July 2020 at 4:56pm
Trait

Effects with this trait deal cold damage.

Creatures with this trait have a magical connection to cold.

ChromaWall14ColdStopped by Yellow wall.

Cold (Domain)

4th August 2020 at 9:29pm
Domain

You control ice, snow, and freezing temperatures.

Basic Domain Spell:

Advanced Domain Spell:

Collective Transposition

19th July 2020 at 9:59pm
Arcane Concentrate Conjuration Manipulate Occult Somatic Spell Teleportation Verbal

Level6
Components Somatic Verbal
Cast Time
Range
Area30 foot Emanation
TargetUp to 2 creatures
Save Will
Duration
Domain

You teleport the targets to new positions within the area.

The creatures must each be able to fit in their new space, and their positions must be unoccupied, entirely within the area, and in your line of sight.

Unwilling creatures can attempt a Will save.

Heightened (+1) The number of targets increases by 1.

Critical SuccessThe target can teleport if it wants, but it chooses the destination within range.
SuccessThe target is unaffected.
FailureYou teleport the target and choose its destination.
Critical Failure
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Color Spray

19th July 2020 at 10:02pm
Arcane Concentrate Illusion Incapacitation Manipulate Occult Somatic Spell Verbal Visual

Level1
Components Somatic Verbal
Cast Time
Range
Area15 foot Cone
Target
Save
Duration1 or more rounds
Domain

Swirling colors affect viewers based on their Will saves.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe creature is unaffected.
SuccessThe creature is Dazzled for 1 round.
FailureThe creature is Stunned 1, Blinded for 1 round, and Dazzled for 1 minute.
Critical FailureThe creature is Stunned for 1 round and Blinded for 1 minute.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Combat Climber

26th July 2020 at 12:56am
Feat General Skill

Prerequisites Trained in Athletics.

Your techniques allow you to fight as you climb.

You’re not Flat-Footed while Climbing and can Climb with a hand occupied.

You must still use another hand and both legs to Climb.

Feat Type Skill
Level1
Skill Athletics
RequirementT
Requires

Combine Elixirs

23rd July 2020 at 8:02pm
Action Additive Alchemist Class Feat Free

Frequency Once per round.

Trigger You use Quick Alchemy to craft an alchemical item that has the Elixir trait and is at least 2 levels lower than your Advanced Alchemy level.

You’ve discovered how to mix two elixirs into a single hybrid concoction.

You can spend 2 additional batches of infused reagents to add a second elixir to the one you’re crafting.

The second elixir must also be at least 2 levels lower than your advanced alchemy level, and the combination elixir is an alchemical item two levels higher than the higher of the two elixirs’ levels.

When this combination elixir is consumed, both the constituent elixirs take effect. For example, you can combine two elixirs of life to create a combined elixir that heals twice the normal amount, or you can combine a lesser darkvision elixir with a lesser eagle-eye elixir to both gain darkvision and find secret doors.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actionsQuick Alchemy
Feat Type Class
Level6
Requires
ClassAlchemist
AdditiveOne per alchemy item, increases item level by the given amount.

Come and Get Me

25th July 2020 at 6:04pm
Action Barbarian Class Concentrate Feat Rage

You open yourself to attacks so you can respond in turn.

Until your rage ends, you are Flat-Footed, and damage rolls against you gain a +2 circumstance bonus.

If a creature hits you, that creature is flat-footed to you until the end of your next turn. If you hit it before the end of your next turn, you gain temporary Hit Points equal to your Constitution modifier, or double that on a critical hit.

These temporary Hit Points last until the end of your rage.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level10
Requires
ClassBarbarian
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
RageYou have to be raging to use this.

Command

19th July 2020 at 10:04pm
Arcane Auditory Concentrate Divine Enchantment Linguistic Manipulate Mental Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
DurationUntil the end of the target's next turn
Domain

You shout a command that’s hard to ignore.

You can command the target to approach you, run away (as if it had the Fleeing condition), release what it’s holding, Drop Prone, or stand in place.

It can’t Delay or take any reactions until it has obeyed your command.

The effects depend on the target’s Will save.

Heightened (5th) You can target up to 10 creatures.

Critical Success
SuccessThe creature is unaffected.
FailureFor the first action on its next turn, the creature must use a single action to do as you command.
Critical FailureThe target must use all its actions on its next turn to obey your command.
ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
LinguisticYour target must be able to understand your language.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Command an Animal

25th July 2020 at 3:47pm
Auditory Concentrate

You issue an order to an animal.

Attempt a Nature check against the animal’s Will DC. The GM might adjust the DC if the animal has a good attitude toward you, you suggest a course of action it was predisposed toward, or you offer it a treat.

You automatically fail if the animal is hostile or unfriendly to you. If the animal is helpful to you, increase your degree of success by one step.

You might be able to Command an Animal more easily with a feat like Ride.

Most animals know the Leap, Seek, Stand, Stride, and Strike basic actions.

If an animal knows an activity, such as a horse’s Gallop, you can Command the Animal to perform the activity, but you must spend as many actions on Command an Animal as the activity’s number of actions.

You can also spend multiple actions to Command the Animal to perform that number of basic actions on its next turn; for instance, you could spend 3 actions to Command an Animal to Stride three times or to Stride twice and then Strike.

Issuing commands to an animal doesn’t always go smoothly. An animal is an independent creature with limited intelligence. Most animals understand only the simplest instructions, so you might be able to instruct your animal to move to a certain square but not dictate a specific path to get there, or command it to attack a certain creature but not to make its attack nonlethal. The GM decides the specifics of the action your animal uses.

The animal does what you commanded as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn.

If multiple people command the same animal, the GM determines how the animal reacts. The GM might also make the DC higher if someone has already tried to Command the Animal that round.

Critical Success
SuccessThe animal does as you command on its next turn.
FailureThe animal is hesitant or resistant, and it does nothing.
Critical FailureThe animal misbehaves or misunderstands, and it takes some other action determined by the GM.

"It does nothing" on a failure means that it does nothing in response to your commands, not that it does nothing at all. You cannot cause a hostile animal to stop attacking and stand still by failing to Command it.

AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
RideCommand an AnimalAnimals always move when you're mounted on them.
NatureCommand an Animal
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.

Commanding Lash

6th August 2020 at 12:03am
Cleric Concentrate Enchantment Focus Spell Incapacitation Mental Spell Uncommon Verbal

Level4
Components Verbal 1 Focus Point
Cast Time
Range100 feet
Area
TargetA target you dealt damage to on your most recent action
Save Will
DurationUntil the end of the target's next turn
DomainTyranny

You must cast this spell on a creature you dealt damage to on your most recent action.

With the threat of more pain, you compel a creature you’ve recently harmed.

You issue a command to the target, with the effects of the spell Command.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
IncapacitationThis has reduced effect against creatures of higher level.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.

Competitive Edge

5th August 2020 at 5:59pm
Cleric Concentrate Emotion Enchantment Focus Spell Mental Spell Uncommon Verbal

Level4
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
DurationSustained up to 1 minute
DomainAmbition

Your competitiveness drives you to prove yourself against the opposition.

You gain a +1 status bonus to attack rolls and skill checks.

If an enemy within 20 feet critically succeeds at an attack roll or skill check, your status bonus increases to +3 on attack rolls or that specific skill check (whichever the foe critically succeeded at) for 1 round.

Heightened (7th) Increase the base bonus to +2 and the increased bonus after an enemy critically succeeds to +4.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Composition

3rd August 2020 at 6:49pm
Term

You can infuse your performances with magic to create unique effects called compositions.

Compositions are a special type of spell that often require you to use the Performance skill when casting them.

Composition spells are a type of Focus .

Composition cantrips are special composition spells that don’t cost Focus Points, so you can use them as often as you like.

Composition cantrips are in addition to the cantrips you choose from the occult list. Generally, only feats can give you more composition cantrips. Unlike other cantrips, you can’t swap out composition cantrips gained from bard feats at a later level, unless you swap out the specific feat via retraining.

Comprehend Language

6th August 2020 at 12:03am
Arcane Concentrate Divination Divine Manipulate Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
Duration1 hour
Domain

The target can understand the meaning of a single language it is hearing or reading when you cast the spell.

This doesn’t let it understand codes, language couched in metaphor, and the like (subject to GM discretion).

If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.

Heightened (3rd) The target can also speak the language.

Heightened (4th) You can target up to 10 creatures, and targets can also speak the language.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Conceal an Object

25th July 2020 at 3:47pm
Action Manipulate Secret Untrained

You hide a small object on your person (such as a weapon of light Bulk).

When you try to sneak a concealed object past someone who might notice it, the GM rolls your Stealth check and compares it to this passive observer’s Perception DC.

Once the GM rolls your check for a concealed object, that same result is used no matter how many passive observers you try to sneak it past.

If a creature is specifically searching you for an item, it can attempt a Perception check against your Stealth DC (finding the object on success).

You can also conceal an object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, characters Seeking in an area compare their Perception check results to your Stealth DC to determine whether they find the object.

Critical Success
SuccessThe object remains undetected.
FailureThe searcher finds the object.
Critical Failure
Actions 1
Time
Free Hands
SkillStealth 
DefensePerception
Tool
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
SecretThe GM makes the roll for this in secret.
Concealing LegerdemainConceal an ObjectCan use Thievery if you keep taking actions.
Experienced SmugglerConceal an ObjectUse 10 as Stealth result if roll is lower.
Iron GutConceal an Object+4 circumstance if object hidden in your stomach.
StealthConceal an Object
Armored StealthStealthReduce armor penalty or quiet Noisy armor.
CoverStealthGives +2/+4 circumstance to checks to avoid detection.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
DexterityStealthKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Face in the CrowdStealth+2 status in a crowd.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Conceal Spell

25th July 2020 at 3:10pm
Action Class Concentrate Feat Manipulate Metamagic Wizard

Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are Casting a Spell.

If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers’ Perception DC.

If you succeed at your check (or checks) against an observer’s DC, that observer doesn’t notice you’re casting a spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.

This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.

Actions 1
Time
Free Hands
SkillPerception Deception 
Defense
Tool
Sub-actions
Feat Type Class
Level2
Requires
ClassWizard
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MetamagicYou must use this immediately before casting a spell.
StealthConceal Spell
Armored StealthStealthReduce armor penalty or quiet Noisy armor.
CoverStealthGives +2/+4 circumstance to checks to avoid detection.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
DexterityStealthKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Face in the CrowdStealth+2 status in a crowd.
DeceptionConceal Spell
CharismaDeceptionKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Face in the CrowdDeception+2 status in a crowd.
Safeguard SecretDeception+4 status vs revealing secret.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Concealed

27th June 2020 at 9:45pm
Condition

While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you’re tougher to target.

A creature that you’re concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. If the check fails, the attack, spell, or effect doesn’t affect you.

Area effects aren’t subject to this flat check.

If a creature with vision as their only precise sense is Dazzled, all creatures are concealed to them.

Creatures with Low-Light Vision ignore concealment from being in dim light.

Faerie FireConcealedPrevents a creature becoming concealed unless invisible.
Keen EyesConcealedFlat check DC becomes 3.
Stormtossed TenguConcealedAuto pass flat check if concealment is rain or fog.
Thickcoat ShoonyConcealedNo flat check needed if concealment due to snow.
True StrikeConcealedIgnores flat check to attack.
Uncanny BombsConcealedCan make flat check succeed when bombing a creature.
Whirling ScarvesConcealedIncreases ranged attack flat DC.

Concealing Legerdemain

30th July 2020 at 1:25am
Feat General Skill

Rather than hide an object somewhere the inspectors won’t search, you’re skilled at keeping the object on the move so it’s never where they look.

When you Conceal an Object of light Bulk or less, you can use Thievery instead of Stealth for your checks and for the DC of an active searcher’s Perception check.

You roll the check only once, but you must continue to use actions to Conceal an Object throughout the process.

Feat Type Skill
Level1
Skill Thievery
RequirementT
Requires

Concentrate

27th June 2020 at 11:22pm
Trait

An action with this trait requires a degree of mental concentration and discipline.

You can't use an action with the Concentrate trait while raging unless the action also has the Rage trait.

You can't use a Concentrate action while Fascinated unless it relates to the object of your fascination.

Cone

24th July 2020 at 11:53pm
Area

A cone shoots out from you in a quarter circle on the grid.

When you aim a cone, the first square of that cone must share an edge with your space if you’re aiming orthogonally, or it must touch a corner of your space if you’re aiming diagonally.

If you’re Large or larger, the first square can run along the edge of any square of your space.

You can’t aim a cone so that it overlaps your space.

The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram.

For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.

If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object’s space instead of your own.

Measure the distance to the target in the standard way, with every other diagonal square counted as 10'.

This has the effect that cones become less wide at the very end of their range.

If the cone originates at the corner of a square, targets not in the quadrant of the area bounded by that corner cannot be affected.

If the cone originates at the edge of a square, targets only reached by moving parallel to that edge more often than away from it cannot be affected.

A cone's width at a given point is not equal to the distance of the centre from the point of origin. (That's that other game.)

Cone of Cold

19th July 2020 at 10:14pm
Arcane Cold Concentrate Evocation Manipulate Primal Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
Range
Area60 foot Cone
Target
Save Reflex
Duration
Domain

Icy cold rushes forth from your hands.

You deal 12d6 cold damage to creatures in the area.

They can attempt a basic Reflex save.

Heightened (+1) The damage increases by 2d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14ColdStopped by Yellow wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Confabulator

25th July 2020 at 3:11pm
Feat General Skill

Prerequisites Expert in Deception.

Even when caught in falsehoods, you pile lie upon lie.

Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2.

If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.

Feat Type Skill
Level2
Skill Deception
RequirementE
Requires

Confidence

4th August 2020 at 9:08pm
Domain

You overcome your fear and project pride.

Basic Domain Spell: Veil of Confidence

Advanced Domain Spell: Delusional Pride

Confident Finisher

6th August 2020 at 11:50pm
Action Attack Finisher Swashbuckler

You make an incredibly graceful attack, piercing your foe’s defenses.

Make a Strike with a weapon or unarmed attack that would apply your precise strike damage, with the following failure effect.

Failure You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actionsStrike
AttackThis is affected by Multiple Attack Penalty.
FinisherUses up Panache and must be last attack in turn.
Eternal ConfidenceFinisherCan use Confident Finisher's failure effect automatically and free.
Exemplary FinisherFinisherAdds style bonus effect to finishing strikes.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.

Confused

7th July 2020 at 12:29am
Condition

You don’t have your wits about you, and you attack wildly.

You are Flat-Footed, you don’t treat anyone as your ally (though they might still treat you as theirs).

You can’t Delay, Ready, or use reactions.

You use all your actions to Strike or cast offensive cantrips, though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so that a target is in reach, and so forth.

Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit.

If it’s impossible for you to attack or cast spells, you babble incoherently, wasting your actions.

Each time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition.

Confusion

19th July 2020 at 10:18pm
Arcane Concentrate Emotion Enchantment Manipulate Mental Occult Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration1 minute
Domain

You befuddle your target with strange impulses, causing it to act randomly.

The effects are determined by the target’s Will save.

You can Dismiss the spell.

Heightened (8th) You can target up to 10 creatures.

Critical SuccessThe target is unaffected.
SuccessThe target babbles incoherently and is Stunned 1.
FailureThe target is Confused for 1 mintue. It can attempt a new save at the end of each of its turns to end the confusion.
Critical FailureThe target is Confused for 1 minute with no save to end early.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Conjuration

30th July 2020 at 10:59pm
School

Conjuration spells transport creatures via teleportation, create an object, or bring a creature or object from somewhere else (typically from another plane) to follow your commands.

Conjuration spells often have the Teleportation trait, and the creatures summoned by conjuration spells have the Summoned trait.

Cantrips

Level 1 Conjuration Spells

Level 2 Conjuration Spells

Level 3 Conjuration Spells

Level 4 Conjuration Spells

Level 5 Conjuration Spells

Level 6 Conjuration Spells

Level 7 Conjuration Spells

Level 8 Conjuration Spells

Level 9 Conjuration Spells

Level 10 Conjuration Spells

Connections

30th June 2020 at 10:06am
Feat General Skill

Prerequisites Expert in Society, Courtly Graces.

You have social connections you can leverage to trade favors or meet important people.

When you’re in an area with connections (typically a settlement where you’ve spent downtime building connections, or possibly another area in the same nation), you can attempt a Society check to arrange a meeting with an important political figure or ask for a favor in exchange for a later favor of your contact’s choice.

The GM decides the DC based on the difficulty of the favor and the figure’s prominence.

Feat Type Skill
Level2
Skill Society
RequirementE
Requires

Constant Spell

27th June 2020 at 7:40pm
Ability

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited.

If a constant spell gets Counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Constitution

1st August 2020 at 10:26pm
Ability Score

Constitution measures your character’s overall health and stamina.

Constitution is an important statistic for all characters, especially those who fight in close combat.

Your Constitution modifier is added to your Hit Points and Fortitude saving throws.

Constitution does not govern any skills.

Being Drained reduces your Constitution.

These ancestries boost Constitution:

These ancestries have flaws in Constitution:

DrainedConstitutionReduces Constitution by the condition value.
Fast RecoveryDrainedIncreases the effectiveness of saves.
FrightenedConstitutionReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedConstitutionReduces Constitution by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Constrict

6th July 2020 at 11:03pm
Action

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it.

Each of those creatures can attempt a basic Fortitude save with the listed DC.

Greater Constrict resembles Constrict but creatures who fail the basic save also fall unconscious.

Actions 1
Time
Free Hands
Skill
DefenseFortitude
Tool
Sub-actions

Construct

25th July 2020 at 4:57pm
Trait

A construct is an artificial creature empowered by a force other than necromancy.

Constructs are often Mindless ; they are immune to bleed damage, Death effects, Disease , Healing , Necromancy , nonlethal attacks, Poison , and the Doomed, Drained, Fatigued, Paralyzed, Sickened, and Unconscious conditions; and they may have Hardness based on the materials used to construct their bodies.

Constructs are not living creatures, nor are they Undead .

When reduced to 0 Hit Points, a construct creature is destroyed.

Consult the Spirits

30th July 2020 at 12:51pm
Action Feat General Secret Skill

Frequency Once per day.

You have learned rites or meditations that enable you to perceive minor, invisible spirits within a place.

Choose Nature, Occultism, or Religion when you select this feat.

Nature allows you to contact the spirits of nature that form leshies, who are born of pure life essence rather than spiritual energy and can answer questions about natural features like the location of nearby water or plant life.

Religion reveals the presence of angelic, demonic, or other spirits in service to divine beings, who provide information about sources of powerful positive or negative energy, sacred or profane influences, or the presence of undead.

Occultism allows you to contact lingering spirits, psychic echoes of the departed dead, and spirits from beyond reality, who tell you about things like strange auras, effects, or the presence of unnatural occult beings.

Spend 10 minutes and attempt a check to Recall Knowledge with the chosen skill; the DC is determined by the GM (usually a very high DC for the level of the highest-level creature you might encounter in the area).

If you’re legendary in the chosen skill, you can use this feat once per hour, instead of only once per day, but you can’t use it again on any area that overlaps a previous area.

Critical SuccessThe spirits reveal themselves to you and have a Helpful attitude toward you. Only you can perceive these spirits. They answer three simple questions about the environment within 100 feet of you, depending on the skill you chose and thus the type of spirits you contact. Their answers are almost always a single word, and their knowledge is limited to within their area of interest.
SuccessAs with a critical success, but the spirits are Indifferent to you and answer only one question.
FailureYou are unable to contact the spirits of this place.
Critical FailureYou contact one or more malevolent spirits. They are Hostile toward you, though they may not immediately appear so. They answer up to three questions but give you information that is harmful to you in some way, as determined by the GM.

Special You can select this feat multiple times, each time picking a different skill in which you have the master proficiency rank. You can use this feat with each skill once per day (or once per hour, if you’re legendary).

Actions Long
Time10 minutes
Free Hands
SkillNature Occultism Religion 
Defense
Tool
Sub-actionsRecall Knowledge
Feat Type Skill
Level7
Skill Nature Occultism Religion
RequirementM
Requires
SecretThe GM makes the roll for this in secret.
Recall KnowledgeConsult the Spirits
Automatic KnowledgeRecall KnowledgeLets you use this with Assurance as a free action.
Dubious KnowledgeRecall KnowledgeLearn true and false knowledge on a fail.
Forensic AcumenRecall KnowledgeGives +2/3/4 circumstance when examining a body.
Loremaster's EtudeRecall KnowledgeCan use best of 2 rolls.
Scholarly RecollectionRecall KnowledgeCan give best of 2 rolls.
StreetwiseRecall KnowledgeCan use to Gather Information on streets you know.
Student of the CanonRecall KnowledgePromotes fails and hits on knowledge about your faith.
SupertasterRecall Knowledge+2 circumstance if tasting would help.
Unmistakable LoreRecall KnowledgePrevents fumbles using trained categories.
ArcanaRecall Knowledge
IntelligenceArcanaKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
CraftingRecall Knowledge
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
LoreRecall Knowledge
IntelligenceLoreKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
MedicineRecall Knowledge
ChirurgeonMedicineCan use Crafting in place of Medicine.
WisdomMedicineKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
NatureRecall Knowledge
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
OccultismRecall Knowledge
IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.
ReligionRecall Knowledge
Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
SocietyRecall Knowledge
IntelligenceSocietyKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Contingency

19th July 2020 at 10:22pm
Abjuration Arcane Concentrate Manipulate Material Somatic Spell Verbal

Level7
Components Material Somatic Verbal
Cast Time10 minutes
Range
Area
Target
Save
Duration24 hours
Domain

You prepare a spell that will trigger later.

While casting contingency, you also cast another spell of 4th level or lower with a casting time of no more than 3 actions.

This companion spell must be one that can affect you.

You must make any decisions for the spell when you cast contingency, such as choosing a damage type for Resist Energy.

During the casting, choose a Trigger under which the spell will be cast, using the same restrictions as for the trigger of a Ready action.

Once contingency is cast, you can cause the companion spell to come into effect as a reaction with that trigger.

It affects only you, even if it would affect more creatures.

If you define complicated conditions, as determined by the GM, the trigger might fail.

If you cast contingency again, the newer casting supersedes the older.

Heightened (8th) You can choose a spell of 5th level or lower.

Heightened (9th) You can choose a spell of 6th level or lower.

Heightened (10th) You can choose a spell of 7th level or lower.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Continual Flame

25th July 2020 at 3:59pm
Arcane Concentrate Divine Evocation Light Manipulate Material Occult Primal Somatic Spell Verbal

Level2
Components Material Somatic Verbal
Cast Time
RangeTouch
Area
Target
Save
DurationUnlimited
Domain

A magical flame springs up from the object, as bright as a Torch. A torch sheds bright light in a 20-foot radius (and Dim Light to the next 20 feet).

It doesn’t need oxygen, react to water, or generate heat.

The material component for the spell is ruby dust. The required value depends on the level. The casting level makes no difference except to how hard the spell is to Counteract.

LevelCost
26 gp
316 gp
430 gp
560 gp
6120 gp
7270 gp
8540 gp
91350 gp
103350 gp
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Continual Recovery

26th July 2020 at 12:58am
Feat General Skill

Prerequisites Expert in Medicine.

You zealously monitor a patient’s progress to administer treatment faster.

When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour.

This applies only to your Treat Wounds activities, not any other the patient receives.

Feat Type Skill
Level2
Skill Medicine
RequirementE
Requires

Continuous Flair

6th August 2020 at 11:59pm
Ability Swashbuckler

While not equal to the heights of your panache in combat, you have a dramatic flair about you in any situation.

Whenever you succeed at a check during exploration that would have granted you Panache in combat, you gain a +1 circumstance bonus to further checks for actions that would grant you panache in combat.

This benefit ends when the exploration changes to a different scene (as determined by the GM) or shifts to an encounter or downtime.

Control Water

19th July 2020 at 10:29pm
Arcane Concentrate Evocation Manipulate Primal Somatic Spell Verbal Water

Level5
Components Somatic Verbal
Cast Time
Range500 feet
Area50 feet long by 50 feet wide
Target
Save
Duration
Domain

By imposing your will upon the water, you can raise or lower the level of water in the chosen area by 10 feet.

Water creatures in the area are subjected to the effects of Slow.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Controlled

26th June 2020 at 5:28pm
Condition

Someone else is making your decisions for you, usually because you’re being commanded or magically dominated.

The controller dictates how you act and can make you use any of your actions, including attacks, reactions, or even Delay.

The controller usually does not have to spend their own actions when controlling you.

Cook

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesConstitution Intelligence
SkillSurvival
LoreCooking
FeatSeasoned

Counter Performance

3rd August 2020 at 6:49pm
Bard Composition Concentrate Enchantment Focus Spell Fortune Manipulate Mental Reaction Somatic Spell Uncommon Verbal

Level1
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area60 foot Emanation
Target
Save
Duration
Domain

You can cast this spell with a somatic or verbal component.

Trigger You or an ally within 60 feet rolls a saving throw against an Auditory or Visual effect.

Your performance protects you and your allies.

Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger.

You and allies in the area can use the better result between your Performance check and the saving throw.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
FortuneDoesn't stack with other Fortune effects, and cancels with Misfortune.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
Faerie DustReactionCan't be used while affected.

Counteract

31st July 2020 at 6:36pm
Rule

Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other.

Successfully counteracting an effect ends it unless noted otherwise.

When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target’s DC.

For spells that are used to counteract, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks.

What you can counteract depends on the check result, the target’s counteract level, and the level of the effect you are counteracting with.

Effect typeDCCounteract Level
AfflictionPer stat blockAffliction's level / 2, rounded up
SpellCaster's DCSpell's level
OtherGM decides based on standard level DCEffect or creature's level / 2, rounded up

Chromatic Wall can't be counteracted normally.

Critical SuccessCounteract the target if its counteract level is no more than 3 levels higher than your effect’s counteract level.
SuccessCounteract the target if its counteract level is no more than 1 level higher than your effect’s counteract level.
FailureCounteract the target if its counteract level is lower than your effect’s counteract level.
Critical FailureYou fail to counteract the target.
Chromatic WallCounteractCan't be counteracted normally (at any level).
Force CageCounteractCan't be counteracted by lower or same level effects.
Prismatic SphereCounteractCan't be counteracted by lower or same level effects.
Prismatic WallCounteractCan't be counteracted by lower or same level effects.
Wall of ForceCounteractCan't be counteracted by lower or same level effects.

Counterspell

12th July 2020 at 5:05pm
Abjuration Action Arcane Class Feat Reaction Wizard

Trigger A creature Casts a Spell that you have prepared.

When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it.

You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell.

You then attempt to Counteract the triggering spell.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level1
Requires
ClassWizard
ArcaneThis spell can be identified using Arcana.
QuenchCounterspellCan use Quench to counter any fire spell.
Faerie DustReactionCan't be used while affected.

Countless Eyes

1st August 2020 at 4:41pm
Arcane Concentrate Divination Manipulate Occult Primal Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration1 minute
Domain

Eyes form across the touched creature’s body, allowing it to see in all directions at once.

The subject can’t be Flanked for the spell’s duration.

In addition, when the subject Seeks, it can Seek in a 30-foot burst centered on itself or up to four 15-foot bursts within line of sight.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Courier

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesDexterity Intelligence
SkillSociety
Lore*Per City
FeatGlean Contents

Courtly Graces

26th July 2020 at 12:59am
Feat General Skill

Prerequisites Trained in Society.

You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics.

You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one.

If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.

Feat Type Skill
Level1
Skill Society
RequirementT
Requires

Coven

27th June 2020 at 7:43pm
Ability Divination Mental Occult

This monster can form a coven with two or more other creatures who also have the coven ability.

This involves performing an 8-hour ceremony with all prospective coven members.

After the coven is formed, each of its members gains Elite adjustments, adjusting their levels accordingly.

Coven members can sense other members’ locations and conditions by spending a single action, which has the Concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.

Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions.

A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round.

All covens grant the 8th-level Baleful Polymorph spell and all the following spells, which the coven can cast at any level up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Prying Eye, and Talking Corpse.

A coven can also cast the Control Weather ritual with a DC of 23 instead of the standard DC.

Individual creatures with the coven ability also grant additional spells to any coven they join.

If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can’t cast coven spells.

MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Cover

25th July 2020 at 12:23am
Rule

When you’re behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you’re behind cover.

Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to Stealth checks to Hide, Sneak, or otherwise avoid detection.

You can increase this to Greater Cover using the Take Cover basic action, increasing the circumstance bonus to +4.

If cover is especially light, typically when it’s provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC.

A creature with standard cover or greater cover can attempt to use Stealth to Hide, but lesser cover isn’t sufficient.

Cover is relative, so you might simultaneously have cover against one creature and not another.

Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don’t have Line of Effect and typically can’t target it at all.

Usually, the GM can quickly decide whether your target has cover. If you’re uncertain or need to be more precise, draw a line from the center of your space to the center of the target’s space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has Taken Cover). If the line passes through a creature instead, the target has lesser cover.

When measuring cover against an area effect, draw the line from the effect’s point of origin to the center of the creature’s space.

If a creature between you and a target is two or more sizes larger than both you and your target, that creature’s space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn’t gain cover from terrain that it’s significantly larger than. For example, a Huge dragon probably wouldn’t receive any benefit from being behind a 1-foot-wide pillar.

Your GM might allow you to overcome your target’s cover in some situations. If you’re right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center.

Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.

Cover Tracks

25th July 2020 at 3:48pm
Action Concentrate Exploration Move Trained

You cover your tracks, moving up to half your travel Speed.

You don't need to attempt a Survival check to cover your tracks, but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track.

In some cases, you might Cover Tracks in an encounter. In this case, Cover Tracks is a single action and doesn’t have the exploration trait.

Actions 1
Time
Free Hands
SkillSurvival 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Shifting SandCover TracksDestroys tracks in the affected area.
Slough SkinCover TracksCan't cover tracks while shedding skin.
SurvivalCover Tracks
Terrain ExpertiseSurvival+1 circumstance in terrain you know.
WisdomSurvivalKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
ImmobilizedMoveCan't move.

Cozy Cabin

1st August 2020 at 4:43pm
Arcane Concentrate Conjuration Manipulate Material Occult Somatic Spell Verbal

Level3
Components Somatic Verbal Material
Cast Time
Range30 feet
Area
Target
Save
Duration12 hours
Domain

You shape a cabin 20 feet on each side and 10 feet high.

This cabin has the Structure trait and the same restrictions as magic items that create structures.

The walls of the hut are simple and wooden, with small, square glass windows, and it has one wooden door. It doesn’t include its own lock, but it has a fastener to which a lock can be applied. The interior contains three cots, one chamber pot, and a small fireplace holding a magical fire.

The interior is lit with a small magical light that you can light or extinguish at will using a single action, which has the Concentrate trait.

The climate inside the hut is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut.

Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends.

You can Dismiss the spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Craft

20th July 2020 at 11:06pm
Action Exploration Manipulate

You can make an item from raw materials.

You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feat to create magic items, and the Snare Crafting feat to create snares.

You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once.

You also Craft non-magical ammunition in batches, using the quantity listed in Table 6–8: Ranged Weapons (typically 10).

To Craft an item, you must meet the following requirements:

  • The item is your level or lower. An item that doesn’t list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it’s 16th or higher, you must be legendary.
  • You have the formula for the item.
  • You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield.
  • You must supply raw materials worth at least half the item’s Price. You always expend at least that amount of raw materials when you Craft successfully. If you’re in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials.

You must spend 4 days at work, at which point you attempt a Crafting check. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.

If your attempt to create the item is successful, you expend the raw materials you supplied.

You can pay the remaining portion of the item’s Price in materials to complete the item immediately, or you can spend additional downtime days working on it.

For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This amount is determined using Table 4–2: Income Earned (page 236), based on your proficiency rank in Crafting and using your own level instead of a task level.

After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials.

If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off.

Critical SuccessYour attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
SuccessYour attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
FailureYou fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical FailureYou fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over.
Actions
Time
Free Hands
SkillCrafting 
Defense
Tool
Sub-actions
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
ManipulateThis may provoke Attack of Opportunity and other reactions.
Alchemical CraftingCraftCan craft alchemical items.
Bless TonicCraftCrafted alchemical healing also gives negative resistance.
Bless ToxinCraftCrafted alchemical poisons resist healing for 1 round.
Craft AnythingCraftIgnore requirements other than feat, level, proficiency and cost.
Efficient AlchemyCraftAllows larger batches to be produced without extra time.
Improbable ElixirsCraftLets you craft potions as alchemical items.
Improvise ToolCraftCraft basic kit without a recipe.
InventorCraftYou can craft formulas.
Magical CraftingCraftCan craft magic items.
SeasonedCraftGives +1/2 circumstance to crafting food and drink.
Snare CraftingCraftCan craft snares.
Specialty CraftingCraftGives +1/+2 circumstance to craft your specialty.
Impeccable CraftingSpecialty CraftingPromotes hits to crits when crafting specialites.
CraftingCraft
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Craft Anything

26th July 2020 at 1:00am
Feat General Skill

Prerequisites Legendary in Crafting.

You can find ways to craft just about anything, despite restrictions.

As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item’s level and proficiency requirement, you ignore just about any other requirement, such as being of a specific ancestry or providing spells.

The only exceptions are requirements that add to the item’s cost, including castings of spells that themselves have a cost, and requirements of special items such as the philosopher’s stone that have exclusive means of access and Crafting.

The GM decides whether you can ignore a requirement.

Feat Type Skill
Level15
Skill Crafting
RequirementL
Requires

Craft Philosopher's Stone

23rd July 2020 at 10:01pm
Alchemist Class Feat

Your research has paid off, culminating in the legendary Philosopher’s Stone.

You learn the formula for the philosopher’s stone and can add it to your formula book.

Feat Type Class
Level20
Requires
ClassAlchemist

Crafter's Appraisal

30th July 2020 at 1:28am
Feat General Skill

Your knowledge of items’ construction allows you to discern their magical effects as well.

You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic.

Feat Type Skill
Level1
Skill Crafting
RequirementT
Requires

Crafting

20th July 2020 at 11:02pm
Skill
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Crashing Wave

1st August 2020 at 4:46pm
Arcane Concentrate Evocation Manipulate Primal Somatic Spell Verbal Water

Level3
Components Somatic Verbal
Cast Time
Range
Area30 feet Cone
Target
Save Reflex
Duration
Domain

You summon a crashing wave that sweeps away from you.

You deal 6d6 bludgeoning damage to creatures in the area with a basic Reflex save.

The water also extinguishes non-magical fires in the area.

Heightened (+1) The damage increases by 2d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Crawl

2nd July 2020 at 3:11pm
Action Move

Requirements: You are Prone and your Speed is at least 10'.

You move 5 feet by crawling and remain Prone.

If you have Nimble Crawl you can crawl up to half your speed, or your full speed if you're also master in Acrobatics.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Nimble CrawlCrawlYou can crawl at half or full speed.
SkitterCrawlCrawl up to half Speed.
ImmobilizedMoveCan't move.

Create a Diversion

25th July 2020 at 3:10pm
Action Auditory Linguistic Manipulate Mental

With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures’ attention elsewhere.

If you use a gesture or trick, this action gains the Manipulate trait. If you use distracting words, it gains the Auditory and Linguistic traits.

Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you’re trying to divert.

Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.

Critical Success
SuccessYou become Hidden to each creature whose Perception DC is less than or equal to your result. The hidden condition allows you to Sneak away. This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill. If you Strike a creature, the creature remains Flat‑Footed against that attack, and you then become Observed. If you do anything else, you become observed just before you act unless the GM determines otherwise.
FailureYou don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
Critical Failure
Actions 1
Time
Free Hands
SkillDeception 
DefensePerception
Tool
Sub-actions
AuditoryThis works only against creatures that can hear it and are not Deafened.
LinguisticYour target must be able to understand your language.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
ConfabulatorCreate a DiversionReduces circumstance bonus from previous attempts.
FencerCreate a DiversionGain panache on success.
Lengthy DiversionCreate a DiversionExtends duration beyond end of round.
Subtle TheftCreate a DiversionStealing or Palming something doesn't end the diversion.
DeceptionCreate a Diversion
CharismaDeceptionKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Face in the CrowdDeception+2 status in a crowd.
Safeguard SecretDeception+4 status vs revealing secret.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.

Create Food

19th July 2020 at 10:36pm
Arcane Concentrate Conjuration Divine Manipulate Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time1 hour
Range30 feet
Area
Target
Save
Duration
Domain

You create enough food to feed six Medium creatures for a day.

This food is bland and unappealing, but it is nourishing.

After 1 day, if no one has eaten the food, it decays and becomes inedible.

Most Small creatures eat one-quarter as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).

Heightened (4th) You can feed 12 Medium creatures.

Heightened (6th) You can feed 50 Medium creatures.

Heightened (8th) You can feed 200 Medium creatures.

LevelTinySmallMediumLargeHuge
29624600
4192481210
68002005050
83200800200202
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Create Forgery

25th July 2020 at 3:48pm
Action Downtime Secret Trained

You create a forged document, usually over the course of a day or a week.

You must have the proper writing material to create a forgery.

When you Create a Forgery, the GM rolls a secret DC 20 Society check. If you succeed, the forgery is of good enough quality that passive observers can’t notice the fake. Only those who carefully examine the document and attempt a Perception or Society check against your Society DC can do so.

If your check result was below 20, the forgery has some obvious signs of being a fake, so the GM compares your result to each passive observer’s Perception DC or Society DC, whichever is higher, using the success or failure results below.

Once the GM rolls your check for a document, that same result is used against all passive observers’ DCs no matter how many creatures passively observe that document.

An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a Perception or Society check against your Society DC. If they succeed, they know your document is a forgery.

If the document’s handwriting doesn’t need to be specific to a person, you need only to have seen a similar document before, and you gain up to a +4 circumstance bonus to your check, as well as to your DC (the GM determines the bonus).

To forge a specific person’s handwriting, you need a sample of that person’s handwriting.

Critical Success
SuccessThe observer does not detect the forgery.
FailureThe observer knows your document is a forgery.
Critical Failure
Actions
Time
Free Hands
SkillSociety 
DefensePerception
Tool
Sub-actions
SecretThe GM makes the roll for this in secret.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
SocietyCreate Forgery
IntelligenceSocietyKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Create Water

19th July 2020 at 10:38pm
Arcane Concentrate Conjuration Divine Manipulate Primal Somatic Spell Verbal Water

Level1
Components Somatic Verbal
Cast Time
Range"0 feet" (Touch?)
Area
Target
Save
Duration
Domain

As you cup your hands, water begins to flow forth from them.

You create 2 gallons of water.

If no one drinks it, it evaporates after 1 day.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Creation (Domain)

4th August 2020 at 9:09pm
Domain

You have divine abilities related to crafting and art.

Basic Domain Spell: Splash of Art

Advanced Domain Spell: Artistic Flourish

Creation (Spell)

4th August 2020 at 9:09pm
Arcane Concentrate Conjuration Manipulate Material Primal Somatic Spell Verbal

You conjure a temporary object from eldritch energy.

It must be of vegetable matter (such as wood or paper) and 5 cubic feet or smaller.

It can’t rely on intricate artistry or complex moving parts, never fulfills a cost or the like, and can’t be made of precious materials or materials with a rarity of Uncommon or higher.

It is obviously temporarily conjured, and thus can’t be sold or passed off as a genuine item.

Heightened (5th) The item is metal and can include Common minerals, like feldspar or quartz.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Criminal

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesDexterity Intelligence
SkillStealth
LoreUnderworld
FeatExperienced Smuggler

Criminal Connections

30th July 2020 at 12:52pm
Feat General Skill Uncommon

You have dealings with a variety of unsavory characters, which you can leverage to trade favors or meet powerful people.

When you’re in an area where you have connections (typically a settlement where you’ve spent downtime building connections or possibly another area in the same nation), you can attempt a Society check to arrange a meeting with an important criminal, such as a thieves’ guild leader, or ask for a favor in exchange for a later favor of your contact’s choice.

The GM decides the DC based on the difficulty of the favor and the figure’s prominence.

Feat Type Skill
Level2
Skill Society Streetwise
RequirementE
Requires
UncommonYou can't normally gain this by character advancement.

Crisis of Faith

20th July 2020 at 11:10pm
Concentrate Divine Enchantment Manipulate Mental Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration
Domain

You assault the target’s faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells.

The effects are determined by its Will save.

To many deities, casting this spell on a follower of your own deity without significant cause is Anathema.

Heightened (+1) The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster).

Critical SuccessThe target is unaffected.
SuccessThe target takes half damage.
FailureThe target takes full damage; if the target can cast divine spells, it's Stupefied 1 for 1 round.
Critical FailureThe target takes double damage, is Stupefied 1 for 1 round, and can't cast divine spells for 1 round.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Crusade

20th July 2020 at 9:21pm
Concentrate Divine Enchantment Linguistic Manipulate Mental Somatic Spell Uncommon Verbal

Level9
Components Somatic Verbal
Cast Time
Range60 feet
Area
TargetUp to 4 creatures
Save Will
Duration10 minutes
Domain

You issue a divine mandate to the targets.

You pronounce a cause. It can be to attain an item, claim a patch of land, slay a creature, war with a group, or be entirely peaceful.

Your cause can’t force the targets to harm one another or themselves.

The targets become completely dedicated to that cause, depending on their levels. They choose their own actions, but they favor direct action over inaction or indirect action.

  • 13th or Lower The target is so dedicated to the cause that it pursues the cause to the death (unless you say otherwise).
  • 14th The target is dedicated to the cause, but the spell ends for the target if it’s reduced to half its maximum Hit Points or fewer.
  • 15th As 14th, plus the target can attempt a Will save at the end of each of its turns to end the spell for itself.

The spell ends for all creatures if you or one of your allies uses a hostile action against a target, or when the cause is completed.

The GM might determine this spell has alignment traits befitting the cause.

Heightened (10th) The level for each category increases by 2.

The meaning of the 10 minute duration is not clear.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
LinguisticYour target must be able to understand your language.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Crushing Despair

20th July 2020 at 9:24pm
Arcane Concentrate Emotion Enchantment Manipulate Mental Occult Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
Range
Area30 foot Cone
Target
Save Will
Duration1 or more rounds
Domain

You inflict despair on creatures in the area.

The effects for each creature are determined by its Will save.

Heightened (7th) The area increases to a 60-foot cone.

Critical SuccessThe creature is unaffected.
SuccessFor 1 round, the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is Slowed 1 for that turn as it sobs uncontrollably.
FailureAs success, but the duration for which the target must make saves to avoid being slowed 1 is 1 minute.
Critical FailureAs failure, and the creature is automatically slowed 1 for 1 minute.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Cry of Destruction

5th August 2020 at 6:03pm
Cleric Concentrate Evocation Focus Spell Manipulate Somatic Sonic Spell Uncommon Verbal

Level1
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area15 foot Cone
Target
Save Fortitude
Duration
DomainDestruction

Your voice booms, smashing what’s in front of you.

Each creature and unattended object in the area takes 1d8 Sonic damage with a basic Fortitude save.

If you already dealt damage to an enemy this turn with a Strike or spell, increase the damage dice from this spell to d12s.

Heightened (+1) The damage increases by 1d8.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14SonicStopped by Yellow wall.
SilenceSonicCan't use attacks in affected area.

Cultist

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesCharisma Intelligence
SkillOccultism
Lore*Per Cult
FeatSchooled in Secrets

Cup of Dust

2nd August 2020 at 11:38pm
Arcane Concentrate Curse Manipulate Material Necromancy Occult Primal Somatic Spell Verbal

Level3
Components Somatic Verbal Material
Cast Time
Range30 feet
Area
Target1 living creature
Save Fortitude
Duration1 day
Domain

You curse the target with a Thirst no drink can quench.

You can Dismiss the spell.

The target must attempt a Fortitude save.

Heightened (+3) The thirst becomes more unbearable, increasing the damage each hour by 1d4, or by 2d4 on a critical failure.

Critical SuccessThe creature is unaffected and is temporarily immune for 1 hour.
SuccessThe creature is Fatigued for 1 round.
FailureThe creature is immediately afflicted by thirst as if it hadn’t had a drink in days. It becomes Fatigued and takes 1d4 damage each hour that can’t be healed until it quenches its thirst. No amount of drinking can quench the creature’s thirst during the spell’s duration.
Critical FailureAs failure but the creature takes 2d4 damage each hour, twice as much as usual for thirst.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Curse of Lost Time

1st August 2020 at 4:49pm
Arcane Concentrate Curse Manipulate Negative Occult Primal Somatic Spell Transmutation Verbal

Level3
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 Large or smaller object, Construct , or living creature
Save Fortitude
DurationVaries
Domain

You mimic the process of aging or erosion on the target.

The effect depends on whether the target is an object, a construct, or a living creature.

Artifacts and objects and constructs made of precious materials, as determined by the GM, are immune.

  • Object If the object is attended, its bearer can attempt a Fortitude save. If the bearer fails or the object is unattended, the object immediately takes 4d6 damage (applying Hardness normally) and the item is cursed with an unlimited duration. Until the curse ends, the item becomes Shoddy and can’t be Repaired, and the curse attempts to Counteract any spell that would restore the object’s Hit Points. Remove Curse can target an item affected by this spell.
  • Construct The construct takes 4d6 damage (basic Fortitude save). On a failure, for 1 hour the construct is Clumsy 1, is Enfeebled 1, and can’t be Repaired, and the curse attempts to Counteract any spell that would restore the construct’s Hit Points. On a critical failure, these effects have an unlimited duration.
  • Living Creature The living creature must attempt a Fortitude save. Ageless creatures are immune.

Critical SuccessThe living creature is unaffected.
SuccessThe living creature briefly ages, becoming Clumsy 1 and Enfeebled 1 for 1 round.
FailureAs success, with a duration of 1 hour.
Critical FailureAs success, with an unlimited duration.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14NegativeStopped by Yellow wall.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Cursed

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesCharisma Intelligence
SkillOccultism
LoreCurse
FeatWarding Sign

Cursed Family

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Intelligence
SkillOccultism
LoreCurse
FeatOddity Identification

Daemon

25th July 2020 at 4:59pm
Trait

A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil.

They typically have Darkvision and weakness to Good damage.

Not the same as Demon.

Dancing Lights

25th July 2020 at 3:44pm
Arcane Cantrip Concentrate Evocation Light Manipulate Occult Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target
Save
DurationSustained
Domain

You create up to four floating lights, no two of which are more than 10 feet apart.

Each sheds light like a Torch. A torch sheds bright light in a 20-foot radius (and Dim Light to the next 20 feet).

When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Darkened Eyes

6th August 2020 at 7:21pm
Cleric Concentrate Darkness Focus Spell Manipulate Somatic Spell Transmutation Uncommon Verbal

Level4
Components Somatic Verbal 1 Focus Point
Cast Time
Range60 foot
Area
Target
Save Fortitude
Duration
DomainDarkness (Domain)

You infuse a creature’s vision with darkness. It must make a Fortitude save.

After attempting its save, the target becomes temporarily immune for 24 hours.

Critical SuccessThe target is unaffected.
SuccessThe target’s Darkvision or Low-Light Vision is suppressed for 1 round.
FailureAs success, but the duration is 1 minute.
Critical FailureAs success, but the duration is 1 minute, and the target is also Blinded for the duration. It can attempt a new save at the end of each of its turns. If it succeeds, it’s no longer blinded, but its darkvision or low-light vision remains suppressed.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Darkness

3rd August 2020 at 12:01am
Rule

A creature or object within darkness is Hidden or Undetected unless the seeker has Darkvision or a precise sense other than vision.

A creature without darkvision or another means of perceiving in darkness has the Blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness.

If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally.

After being in darkness, sudden exposure to bright light might make you Dazzled for a short time, as determined by the GM.

Darkness (Domain)

4th August 2020 at 9:10pm
Domain

You operate in the darkness and take away the light.

Basic Domain Spell: Cloak of Shadow

Advanced Domain Spell: Darkened Eyes

Darkness (Spell)

6th August 2020 at 12:06am
Arcane Concentrate Darkness Divine Evocation Manipulate Material Occult Primal Somatic Spell Verbal

Level2
Components Material Somatic Verbal
Cast Time
Range120 feet
Area20 foot Burst
Target
Save
Duration1 minute
Domain

You create a shroud of Darkness that prevents light from penetrating or emanating within the area.

Light does not enter the area and any non-magical light sources, such as a Torch or Lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness.

This also suppresses magical light of your darkness spell’s level or lower. Light can’t pass through, so creatures in the area can’t see outside. From outside, it appears as a globe of pure darkness.

Heightened (4th) Even creatures with Darkvision (but not Greater Darkvision) can barely see through the darkness. They treat targets seen through the darkness as Concealed.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Darkvision

3rd August 2020 at 12:00am
Ability Arcane Concentrate Divination Divine Manipulate Occult Primal Sense Somatic Spell Verbal

A creature with darkvision can see perfectly well in areas of Darkness and Dim Light, though such vision is in black and white only.

Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision.

A creature with Greater Darkvision, however, can see through even these forms of magical darkness.

Spell

Level2
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 hour
Domain

The Darkvision spell grants you darkvision for the duration.

Heightened (3rd) The spell’s range is touch and it targets 1 willing creature.

Heightened (5th) The spell’s range is touch and it targets 1 willing creature. The duration is until the next time you make your daily preparations.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall57DivinationBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Daze

20th July 2020 at 9:47pm
Arcane Cantrip Concentrate Divine Enchantment Manipulate Mental Nonlethal Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range60 feet
Area
Target1 creature
Save Will
Duration1 round
Domain

You cloud the target’s mind and daze it with a mental jolt.

The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save.

If the target critically fails the save, it is also Stunned 1.

Heightened (+2) The damage increases by 1d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Dazzing Flash

5th August 2020 at 6:08pm
Concentrate Focus Spell Manipulate Material Spell Verbal

Level1
Components Material Verbal 1 Focus Point
Cast Time
Range
Area15 foot Cone
Target
Save Fortitude
Duration
DomainSun

You raise your religious symbol and create a blinding flash of light.

Each creature in the area must attempt a Fortitude save.

Heightened (3rd) The area increases to a 30-foot cone.

Critical SuccessThe creature is unaffected.
SuccessThe creature is Dazzled for 1 round.
FailureThe creature is Blinded for 1 round and Dazzled for 1 minute. The creature can spend an Interact action rubbing its eyes to end the blinded condition.
Critical FailureThe creature is Blinded for 1 round and Dazzled for 1 hour.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Dazzled

26th June 2020 at 5:29pm
Condition

Your eyes are overstimulated.

If vision is your only precise sense, all creatures and objects are Concealed from you.

Deadly

7th July 2020 at 12:38am
Weapon Trait

On a critical hit, the weapon adds a weapon damage die of the listed size.

Roll this after doubling the weapon’s damage.

This increases to two dice if the weapon has a Greater Striking rune and three dice if the weapon has a Major Striking rune.

For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit.

An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.

Deadly Poison Weapon

6th August 2020 at 12:38am
Class Feat Rogue Uncommon

Your poisons are devastatingly potent.

When you apply a simple poison with Poison Weapon, the poison deals 4d4 poison damage instead of 1d4 poison damage.

When you apply an injury poison to your weapon, the DC to resist that poison increases by 2, to a maximum of your class DC.

Feat Type Class
Level12
RequiresImproved Poison Weapon
ClassRogue
UncommonYou can't normally gain this by character advancement.

Deafened

6th August 2020 at 6:57pm
Condition

You can’t hear.

You automatically critically fail Perception checks that require you to be able to hear.

You take a –2 status penalty to Perception checks for Initiative and checks that involve sound but also rely on other senses.

If you perform an action with the Auditory trait, you must succeed at a DC 5 flat check or the action is lost; attempt the check after spending the action but before any effects are applied.

You are immune to Auditory effects.

You could use Read Lips or Sign Language to communicate with others while deafened.

Read LipsDeafenedCan lip read languages you speak and speak when deaf.

Deafness

20th July 2020 at 9:54pm
Arcane Concentrate Divine Manipulate Necromancy Occult Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Fortitude
Duration
Domain

The target loses hearing.

It must attempt a Fortitude save.

The target is then temporarily immune for 1 minute.

Critical SuccessThe target is unaffected.
SuccessThe target is Deafened for 1 round.
FailureThe target is Deafened for 10 minutes.
Critical FailureThe target is Deafened permanently.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Death

4th August 2020 at 9:10pm
Domain

You have the power to end lives and destroy undead.

Basic Domain Spell:

Advanced Domain Spell:

Death Knell

30th July 2020 at 8:58pm
Concentrate Death Divine Manipulate Necromancy Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 living creature that has 0 HP
Save Will
Duration
Domain

You snuff the life out of a creature on the brink of death.

The target must attempt a Will save.

If this spell kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.

Critical SuccessThe target is unaffected.
SuccessThe target's Dying value increases by 1.
FailureThe target dies.
Critical Failure
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Death Ward

20th July 2020 at 9:57pm
Abjuration Concentrate Divine Manipulate Occult Primal Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 living creature touched
Save
Duration10 minutes
Domain

You shield a creature from the ravages of negative energy.

It receives a +4 status bonus to saves against Death and Negative effects, gains negative resistance 10, and suppresses the effects of the Doomed condition.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Death Warden Dwarf

6th August 2020 at 5:59pm
Dwarf Heritage

If you roll a success on a saving throw against a necromancy effect, you get a critical success instead.

Death's Call

6th August 2020 at 9:03pm
Cleric Concentrate Focus Spell Necromancy Reaction Spell Uncommon Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 minute
DomainDeath (Domain)

Trigger A living creature within 20 feet of you dies, or an Undead creature within 20 feet of you is destroyed.

Seeing another pass from this world to the next invigorates you.

You gain temporary Hit Points equal to the triggering creature’s level plus your spellcasting ability modifier.

If the triggering creature was undead, double the number of temporary Hit Points you gain.

These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Faerie DustReactionCan't be used while affected.

Debilitating Bomb

23rd July 2020 at 8:05pm
Action Additive Alchemist Feat Free

Additive 2.

Frequency Once per round.

Trigger You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level.

Your bombs impose additional effects on your enemies.

You mix a substance into the bomb that causes one of the following: Dazzled, Deafened, Flat-Footed, or a –5-foot status penalty to Speeds.

If the attack with that bomb hits, the target must succeed at a Fortitude saving throw or suffer that effect until the start of your next turn. Use your class DC for this saving throw (even if someone else throws the bomb).

Actions Free
Time
Free Hands
Skill
DefenseFortitude
Tool
Sub-actions
Feat Type
Level6
Requires
AdditiveOne per alchemy item, increases item level by the given amount.
Greater Debilitating BombDebilitating BombUpgrades available list of effects.
True Debilitating BombGreater Debilitating BombAdds more effect options and demotes some saves.
Perfect DebilitationDebilitating BombDemotes enemy saves against bombs.

Debilitation

27th June 2020 at 11:31pm
Trait

Debilitations apply conditions and other negative effects to a creature. When the creature is affected by a new debilitation, any previous one it was affected by ends.

Decay

4th August 2020 at 9:29pm
Domain

You have the power to spoil and deteriorate matter.

Basic Domain Spell:

Advanced Domain Spell:

Deception

25th July 2020 at 3:16pm
Skill

Key Ability Charisma.

You can trick and mislead others using disguises, lies, and other forms of subterfuge.

Actions for this skill:

Feats for this skill:

CharismaDeceptionKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Face in the CrowdDeception+2 status in a crowd.
Safeguard SecretDeception+4 status vs revealing secret.

Deceptive Worship

30th July 2020 at 1:29am
Feat General Skill

Members of your cult frequently pass themselves off as worshippers of other religions.

You can use Occultism instead of Deception to Impersonate a typical worshipper of another faith or to Lie specifically to claim you are a member of the faith you are Impersonating.

You still need to use the Deception skill to Impersonate a specific worshipper or to perform other deceptive actions, such as attempting to Lie about any other matter.

Feat Type Skill
Level1
Skill Occultism
RequirementT
Requires

Decipher Writing

20th July 2020 at 11:04pm
Action Concentrate Exploration Secret Trained

You attempt to decipher complicated writing or literature on an obscure topic.

This usually takes 1 minute per page of text, but might take longer (typically an hour per page for decrypting ciphers or the like).

The text must be in a language you can read, though the GM might allow you to attempt to decipher text written in an unfamiliar language using Society instead.

The DC is determined by the GM based on the state or complexity of the document. The GM might have you roll one check for a short text or a check for each section of a larger text.

Critical SuccessYou understand the true meaning of the text.
SuccessYou understand the true meaning of the text. If it was a coded document, you know the general meaning but might not have a word-for-word translation.
FailureYou can’t understand the text and take a –2 circumstance penalty to further checks to decipher it.
Critical FailureYou believe you understand the text on that page, but you have in fact misconstrued its message.
Actions
Time
Free Hands
SkillArcana Occultism Religion Society 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
SecretThe GM makes the roll for this in secret.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Divine GuidanceDecipher WritingDecipher scripture for help with any problem.
Eye for NumbersDecipher Writing+2 circumstance on numerical/mathematical writing.
Glean ContentsDecipher WritingCan attempt to decipher glimpsed or hidden writing.
Legendary CodebreakerDecipher WritingDecode at normal speed, or slow down for a sure crit.
Student of the CanonDecipher WritingPromotes fumbles to fails on religious texts or info.
ArcanaDecipher Writing
IntelligenceArcanaKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
OccultismDecipher Writing
IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.
ReligionDecipher Writing
Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
SocietyDecipher Writing
IntelligenceSocietyKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Defend

18th July 2020 at 10:35pm
Activity Exploration

You move at half your travel speed with your shield raised.

If combat breaks out, you gain the benefits of Raising a Shield before your first turn begins.

ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).

DefenseList

6th July 2020 at 11:16pm

This is used to defend against:

Deja Vu

1st August 2020 at 4:52pm
Arcane Concentrate Enchantment Incapacitation Manipulate Mental Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range100 feet
Area
Target1 creature
Save Will
Duration2 rounds
Domain

You loop a thought process in the target’s mind, forcing it to repeat the same actions over again.

The target must attempt a Will save. This is an Incapacitation effect, so targets of more than twice the spell's level promote their save by one category.

If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn.

If the target can’t repeat an action, such as Casting a Spell that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes Stupefied 1 until the end of its turn.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Delay

26th June 2020 at 9:42pm
Action Free

Trigger: Your turn begins.

You wait for the right moment to act.

The rest of your turn doesn’t happen yet. Instead, you’re removed from the initiative order.

You can return to the initiative order as a free action triggered by the end of any other creature’s turn.

This permanently changes your initiative to the new position.

You can’t use Reactions until you return to the initiative order.

If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn’t change, and your next turn occurs at your original position in the initiative order.

When you Delay, any Persistent Damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well.

Essentially, you can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Delirium

4th August 2020 at 9:30pm
Domain

You can bring about hallucinations and restlessness.

Basic Domain Spell:

Advanced Domain Spell:

Delusional Pride

5th August 2020 at 6:45pm
Cleric Concentrate Emotion Enchantment Focus Spell Manipulate Mental Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal 1 Focus Point
Cast Time
Range30 foot
Area
Target1 creature
Save Will
Duration
DomainConfidence

You make the target overconfident, leading it to ascribe failure to external factors.

If the target fails at an attack roll or skill check, it takes a –1 status penalty to attack rolls and skill checks until the end of its turn (or the end of its next turn, if it attempted the roll outside its turn).

If the creature fails a second time while taking this penalty, the penalty increases to –2.

The duration depends on the target’s Will save.

After attempting its save, the creature becomes temporarily immune for 24 hours.

Critical SuccessThe target is unaffected.
SuccessThe duration is 1 round.
FailureThe duration is 10 minutes.
Critical FailureThe duratian is 24 hours.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Demolition Charge

30th July 2020 at 1:42pm
Alchemist Class Feat

You can rig your bombs to inanimate objects in order to cause destruction to the surrounding area.

As an activity that takes 1 minute, you attach between one and four bombs to an inanimate object within your reach, such as a chest, door, wall, or column.

This creates a hazard in one square occupied by or adjacent to the inanimate object, and the hazard’s Stealth DC to detect it and Thievery DC to disable it are equal to your class DC.

The hazard has the Fire in the Hole reaction, which you can also trigger as a single action so long as you are within 30 feet of the hazard.

The hazard retains its potency until it’s triggered, until the inanimate object moves from its space, or until you make your next daily preparations, whichever comes first.

Feat Type Class
Level2
Requires
ClassAlchemist

Demon

25th July 2020 at 4:59pm
Trait

A family of fiends hailing from the Abyss, most demons are chaotic evil.

Most demons have Darkvision.

Not the same as Daemon.

Demoralize

23rd July 2020 at 10:25pm
Action Auditory Concentrate Emotion Mental Untrained

With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy’s resolve.

Choose a creature within 30 feet of you who you’re aware of.

Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check.

Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

Critical SuccessThe target becomes Frightened 2.
SuccessThe target becomes Frightened 1.
Failure
Critical Failure
Actions 1
Time
Free Hands
SkillIntimidation 
DefenseWill
Tool
Sub-actions
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
Battle CryDemoralizeCan use as a free action at initiative time.
BraggartDemoralizeGains Panache on success.
Intimidating GlareDemoralizeCan make this Visual and non-Linguistic.
Raging IntimidationIntimidating GlareGrants this automatically and gives it the rage trait.
Intimidating ProwessDemoralizeGain +1/+2 circumstance if you can menace target.
Terrified RetreatDemoralizeCrits against lower level targets make them fleeing.
Terrifying ResistanceDemoralizeGet a bonus against spells of enemies you demoralize.
IntimidationDemoralize
CharismaIntimidationKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Feral MutagenIntimidationAllows Bestial Mutagen to grant an item bonus.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Deny Advantage

6th August 2020 at 10:33pm
Ability

Your foes struggle to pass your defenses.

You aren’t Flat-Footed to Hidden, Undetected, or Flanking creatures of your level or lower, or creatures of your level or lower using Surprise Attack.

However, they can still help their allies flank.

Dero

25th July 2020 at 5:00pm
Trait

This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands.

They are immune to Confusion and vulnerable to sunlight.

Desert Tracker

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Wisdom
SkillSurvival
LoreDesert
FeatExperienced Tracker

Destruction

4th August 2020 at 9:11pm
Domain

You are a conduit for divine destruction.

Basic Domain Spell: Cry of Destruction

Advanced Domain Spell: Destructive Aura

Destructive Aura

5th August 2020 at 7:00pm
Cleric Concentrate Evocation Focus Spell Manipulate Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area15 foot Emanation
Target
Save
Duration1 minute
DomainDestruction

Swirling sands of divine devastation surround you, weakening the defenses of all they touch.

Reduce the resistances of creatures in the area (including yourself) by 2.

Heightened (+2) Reduce the resistances by an additional 2.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Detect Alignment

20th July 2020 at 10:02pm
Concentrate Detection Divination Divine Manipulate Occult Somatic Spell Uncommon Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area30 foot Emanation
Target
Save
Duration
Domain

Your eyes glow as you sense aligned auras.

Choose Chaotic , Evil , Good , or Lawful . You detect auras of that alignment.

You receive no information beyond presence or absence.

You can choose not to detect creatures or effects you’re aware have that alignment.

Only creatures of 6th level or higher—unless divine spellcasters, Undead , or beings from the Outer Sphere—have alignment auras.

Heightened (2nd) You learn each aura’s location and strength.

The strength of an alignment aura depends on the level of the creature, item, or spell.

The auras of undead, clerics and other divine spellcasters with a patron deity, and creatures from the Outer Sphere are one step stronger than normal (faint instead of none, for example).

Creature or Item LevelSpell or Effect LevelAura Strength
0–5None
6–100–3Faint
11–154–7Moderate
16–208–9Powerful
21+10Overwhelming
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Detect Magic

22nd July 2020 at 10:12pm
Activity Arcane Cantrip Concentrate Detection Divination Divine Exploration Manipulate Occult Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area30 foot Emanation
Target
Save
Duration
Domain

You send out a pulse that registers the presence of magic.

You receive no information beyond the presence or absence of magic.

You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect Illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.

When used as an exploration activity, you cast Detect Magic at regular intervals.

You move at half your travel speed or slower.

You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them.

This activity doesn’t enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can’t be found with detect magic, nor can illusions of equal or higher level than the spell.

Heightened (3rd) You learn the school of magic for the highest level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.

Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall57DivinationBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Detect Poison

20th July 2020 at 10:08pm
Concentrate Detection Divination Divine Manipulate Primal Somatic Spell Uncommon Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 object or creature
Save
Duration
Domain

You detect whether a creature is venomous or poisonous, or if an object is poison or has been poisoned.

You do not ascertain whether the target is poisonous in multiple ways, nor do you learn the type or types of poison.

Certain common substances, like lead and alcohol, are technically poisons and so mask other poisons.

Heightened (2nd) You learn the number and types of poison.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Detect Scrying

20th July 2020 at 10:12pm
Arcane Concentrate Detection Divination Manipulate Occult Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal
Cast Time
Range
Area30 foot Emanation
Target
Save
Duration1 hour
Domain

By tapping into trace divinatory auras, you detect the presence of Scrying effects in the area.

If detect scrying is higher level than a scrying effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction.

Heightened (6th) The duration is until the next time you make your daily preparations.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Detection

27th July 2020 at 1:14am

Detection effects help you find things.

Detective

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesIntelligence Wisdom
SkillSociety
LoreUnderworld
FeatStreetwise

Devastator

6th August 2020 at 10:46pm
Ability

Your Strikes are so devastating that you hardly care about resistance, and your barbarian abilities are unparalleled.

Your proficiency rank for your barbarian class DC increases to master.

Your melee Strikes ignore 10 points of a creature’s resistance to their physical damage.

Raging ThrowerDevastatorLets this be applied to thrown weapon attacks.

Devil

25th July 2020 at 5:01pm
Trait

A family of fiends from Hell, most devils are lawful evil.

They typically have Greater Darkvision, immunity to Fire , and Telepathy.

Dexterity

1st August 2020 at 10:19pm
Ability Score

Dexterity measures your character’s agility, balance, and reflexes.

Dexterity is important if your character plans to make attacks with ranged weapons or use Stealth to surprise foes.

Dexterity governs Acrobatics, Stealth and Thievery.

Your Dexterity modifier is also added to your character’s AC and Reflex saving throws.

Being Clumsy reduces your Dexterity.

Your maximum Dexterity can be limited by your Armor.

These ancestries boost Dexterity:

These ancestries have flaws in Dexterity:

ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Dhampir

25th July 2020 at 5:01pm
Trait

These humanoids are the immortal offspring of vampires and members of other ancestries.

Diabolic Edict

7th August 2020 at 3:07am
Concentrate Enchantment Focus Spell Sorcerer Spell Uncommon Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 Willing living creature
Save
Duration1 round
Domain

You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment.

It gains a +1 status bonus to attack rolls and skill checks related to performing the task.

If it refuses to perform the task you proclaimed, it instead takes a –1 status penalty to all its attack rolls and skill checks.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Diehard

26th July 2020 at 1:46am
Feat General

It takes more to kill you than most.

You die from the Dying condition at dying 5, rather than dying 4.

Feat Type General
Level1
Requires

Different Worlds

6th August 2020 at 12:23am
Feat General Uncommon

This feat has special plot requirements that are described in Age of Ashes 3: Tomorrow Must Burn.

Prerequisites ability to select ancestry feats from multiple ancestries.

Your separate experiences in different societies have evolved into entirely separate lives.

Create a second identity for yourself with a different name, history, and background. This identity must correspond to one of the ancestries whose ancestry feats you can select.

You gain the trained proficiency rank in the Lore skill from the second background you chose (but you don’t gain any of the background’s other benefits), and you gain a +4 circumstance bonus to Deception checks when making a statement that would be true of your second identity or when disguising yourself as your second identity.

Feat Type General
Level1
Requires
UncommonYou can't normally gain this by character advancement.

Difficult Terrain

28th July 2020 at 8:32pm
Rule

Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments.

Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if you’re not using a grid) costs an extra 5 feet of movement.

Moving into a square of greater difficult terrain instead costs 10 additional feet of movement.

This additional cost is not increased when moving diagonally.

You can’t Step into difficult terrain unless you have Feather Step.

Movement you make while you are jumping ignores the terrain you’re jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain.

Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn’t let you ignore greater difficult terrain unless the ability specifies otherwise.

Agile FeetDifficult TerrainIgnores difficult terrain.
Face in the CrowdDifficult TerrainIgnore if caused by a crowd.
Feather StepDifficult TerrainAllows you to step into difficult terrain.
Fey DisappearanceDifficult TerrainIgnore if natural.
Paddler ShoonyDifficult TerrainIgnore from bogs.
Rock RunnerDifficult TerrainIgnore difficult terrain from rubble, stone and earth.
Show the WayDifficult TerrainReduces penalties for long-term overland travel.

Dig Quickly

6th August 2020 at 5:08pm
Action Ancestry Feat Manipulate Shoony

Requirements You are standing on dirt, sand, snow, or similar particulate material.

Your hands work as effectively as shovels when you need to dig a quick hole.

You dig a shallow pit in the square you currently occupy, turning the square into Difficult Terrain (including for you).

In addition, you also kick up a cloud of grit in a direction of your choice. The cloud extinguishes small, unattended, non-magical fires and helps smother the flames on burning creatures located within the cone; creatures in this cone that are taking persistent Fire damage can immediately attempt an additional flat DC 15 check to end the persistent damage.

Actions 2
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Ancestry
AncestryShoony
Level1
Requires
ManipulateThis may provoke Attack of Opportunity and other reactions.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Dim Light

2nd August 2020 at 11:59pm
Rule

Areas in shadow or lit by weak light sources are in dim light.

Creatures and objects in dim light have the Concealed condition, unless the seeker has Darkvision or Low-Light Vision, or a precise sense other than vision.

Dimension Door

20th July 2020 at 10:15pm
Arcane Concentrate Conjuration Manipulate Occult Somatic Spell Teleportation Verbal

Level4
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target
Save
Duration
Domain

Opening a door that bypasses normal space, you instantly transport yourself and any items you’re wearing and holding from your current space to a clear space within range you can see.

If this would bring another creature with you—even if you’re carrying it in an extradimensional container—the spell is lost.

Heightened (5th) The range increases to 1 mile. You don’t need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Dimensional Anchor

20th July 2020 at 10:18pm
Abjuration Arcane Concentrate Divine Manipulate Occult Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
DurationVaries
Domain

You interfere with the target’s ability to teleport and travel between dimensions.

Dimensional anchor attempts to Counteract any Teleportation effect, or any effect that would move the target to a different plane.

The duration is determined by the target’s Will save.

Critical SuccessThe target is unaffected.
SuccessThe effect's duration is 1 minute.
FailureThe effect's duration is 10 minutes.
Critical FailureThe effect's duration is 1 hour.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Dimensional Lock

20th July 2020 at 10:22pm
Abjuration Arcane Concentrate Divine Manipulate Occult Somatic Spell Uncommon Verbal

Level7
Components Somatic Verbal
Cast Time
Range120 feet
Area60 foot Burst
Target
Save
Duration1 day
Domain

You create a shimmering barrier that attempts to Counteract Teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a Bag of Holding.

Dimensional lock tries to Counteract any attempt to Summon a creature into the area but doesn’t stop the creature from departing when the summoning ends.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Dinosaur

25th July 2020 at 5:01pm
Trait

These reptiles have survived from prehistoric times.

Dinosaur Form

7th August 2020 at 7:37pm
Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal

Level4
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute
Domain

You channel the primal forces of nature to transform into a Large animal battle form, specifically that of a powerful and terrifying dinosaur.

You must have space to expand or the spell is lost.

When you cast this spell, choose ankylosaurus, brontosaurus, deinonychus, stegosaurus, triceratops, or tyrannosaurus. You can decide the specific type of animal, but this has no effect on the form’s Size or statistics.

While in this form, you gain the Animal and Dinosaur traits.

You can Dismiss the spell.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 18 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 15 temporary Hit Points.
  • Low-Light Vision and Imprecise Scent 30 feet.
  • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +16, and your damage bonus is +9. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
  • Athletics modifier of +18, unless your own modifier is higher.

You also gain specific abilities based on the form you choose:

  • Ankylosaurus Speed 25 feet; Melee [one-action] tail (Backswing, reach 10 feet), Damage 2d6 bludgeoning; Melee [one-action] foot, Damage 2d6 bludgeoning. These are the ones that look like giant armadilloes.
  • Brontosaurus Speed 25 feet; Melee [one-action] tail (reach 15 feet), Damage 2d6 bludgeoning; Melee [one-action] foot, Damage 2d8 bludgeoning. These are the big smooth vegetarian ones.
  • Deinonychus Speed 40 feet; Melee [one-action] talon (Agile), Damage 2d4 piercing plus 1 persistent bleed; Melee [one-action] jaws, Damage 1d10 piercing. These look a bit like the velociraptors out of that movie.
  • Stegosaurus Speed 30 feet; Melee [one-action] tail (reach 10 feet), Damage 2d8 piercing. These are the ones with the big spikes down their backs.
  • Triceratops Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing, plus 1d6 persistent bleed on a critical hit; Melee [one-action] foot, Damage 2d6 bludgeoning. These are the ones with the rhino-like flap above their head and big horns.
  • Tyrannosaurus Speed 30 feet; Melee [one-action] jaws (Deadly, reach 10 feet), Damage 1d12 piercing; Melee [one-action] tail (reach 10 feet), Damage 1d10 bludgeoning. These are the huge ones with tiny little claws. The "Rex" being missing doesn't make any difference.

Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach, or 20-foot reach if they started with 15-foot reach. You instead gain 20 temporary HP, an attack modifier of +18, a damage bonus of +6, double the damage dice, and Athletics +21.

Heightened (7th) Your battle form is Gargantuan and your attacks have 20-foot reach, or 25-foot reach if they started with 15-foot reach. You instead gain AC = 21 + your level, 25 temporary HP, an attack modifier of +25, a damage bonus of +15, double the damage dice, and Athletics +25.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Diobel Pearl Diver

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Dexterity
SkillAthletics
LoreOcean
FeatUnderwater Marauder

Diplomacy

6th July 2020 at 12:30am
Skill
CharismaDiplomacyKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Oathkeeper DwarfDiplomacy+2 circumstance to prove true honesty.

Directional Bombs

23rd July 2020 at 8:07pm
Alchemist Class Feat

You can lob bombs with great force and a precise trajectory to angle the splash in a cone spraying in a single direction.

When throwing an alchemical bomb with the Splash trait, instead of splashing all squares adjacent to the target, you can treat the target’s space as the first affected square of a 15-foot Cone directed away from you, potentially allowing you to avoid allies and splash deeper into enemy lines.

If the target takes up more than a single square, the target’s square closest to you is the first affected square of the cone.

Feat Type Class
Level6
Requires
ClassAlchemist

Dirge of Doom

3rd August 2020 at 6:50pm
Bard Cantrip Composition Concentrate Emotion Enchantment Fear Mental Spell Uncommon Verbal

Level3
Components Verbal
Cast Time
Range
Area30 foot Emanation
Target
Save
Duration1 round
Domain

Foes within the area are Frightened 1.

They can’t reduce their frightened value below 1 while they remain in the area.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Veil of ConfidenceFearOn fumbled save, spell ends and frightened is 1 greater.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Disable a Device

25th July 2020 at 3:26pm
Action Manipulate Trained

Requirements Some devices require you to use Thieves’ Tools when disabling them.

This action allows you to disarm a trap or another complex device.

Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity.

Thieves’ tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.

Your Thievery check result determines how much progress you make. The DC is determined by the device being disabled.

Critical SuccessYou disable the device, or you achieve two successes toward disabling a complex device. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.
SuccessYou disable the device, or you achieve one success toward disabling a complex device.
Failure
Critical FailureYou trigger the device.
Actions 2
Time
Free Hands
SkillThievery 
Defense
Tool
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Wary DisarmamentDisable a DeviceGives +2 circumstance to AC/saves against triggered device.
ThieveryDisable a Device
DexterityThieveryKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Disappearance

6th August 2020 at 12:17am
Arcane Illusion Manipulate Material Occult Somatic Spell

Level8
Components Material Somatic
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration10 minutes
Domain

You shroud a creature from others’ senses.

The target becomes Undetected, not just to sight but to all senses, allowing the target to count as Invisible no matter what precise and imprecise senses an observer might have.

It’s still possible for a creature to find the target by Seeking, looking for disturbed dust, hearing gaps in the sound spectrum, or finding some other way to discover the presence of an otherwise-undetectable creature.

ArcaneThis spell can be identified using Arcana.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
True SeeingIllusionRolls automatic Counteract check.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Disarm

20th July 2020 at 10:43pm
Action Attack Trained Weapon Trait

Requirements You have at least one hand free. The target can’t be more than one size larger than you.

You try to knock something out of an opponent’s grasp.

Attempt an Athletics check against the opponent’s Reflex DC.

Critical SuccessYou knock the item out of the opponent’s grasp. It falls to the ground in the opponent’s space.
SuccessYou weaken your opponent’s grasp on the item. Until the start of that creature’s turn, attempts to Disarm the opponent of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item.
Failure
Critical FailureYou lose your balance and become Flat-Footed until the start of your next turn.

A weapon with the Disarm trait can be used to Disarm with the Athletics skill even if you don’t have a free hand.

This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as an item bonus to the Athletics check.

If you critically fail a check to Disarm using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

On a critical success, you still need a free hand if you want to take the item.

Actions 1
Time
Free Hands1
SkillAthletics 
DefenseReflex
Tool
Sub-actions
AttackThis is affected by Multiple Attack Penalty.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Brutal BullyDisarmAdds extra bludgeoning damage when raging.
Fishseeker ShoonyDisarmDemotes enemy's failures.
Telekinetic ManeuverDisarmUse spell attack instead of Athletics.
Titan WrestlerDisarmCan use on creatures 2-3 sizes larger.
AthleticsDisarm
Athletic RushAthletics+2 status.
Song of StrengthAthletics+1 status on rolls, and DCs against athletics actions.
Inspire HeroicsSong of StrengthPerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
ReflexDisarm
Arcane CountermeasureReflex+2 status vs target spell.
Bit of LuckReflexAllows best of 2 rolls.
Blunt SnoutReflexPromote all vs inhaled or olfactory.
Breath ControlReflexGives +1 circumstance and promotion to saves against inhaled threats.
Call on Ancient BloodReflex+1 circumstance vs magic.
Counter PerformanceReflexCan use Performance result instead.
CoverReflexGives +2/+4 circumstance saves against area effects.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
Death Warden DwarfReflexPromotes success to critical vs necromancy.
DexterityReflexKey ability for this save.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Divine AuraReflexGives +1/+2 status.
Divine VesselReflexGives +1 status bonus against spells.
EvasionReflexPromotes successes.
FatiguedReflexGives -1 status to saves.
Forbidding WardReflexGives +1/+2 status against a specific enemy.
Improved EvasionReflexPromotes fumbles, half damage on fail.
Inspire CourageReflex+1 status vs fear.
Inspire HeroicsInspire CouragePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Inspire DefenseReflex+1 status.
Inspire HeroicsInspire DefensePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Jinxed TenguReflexPromote successes vs curse or misfortune.
Mage ArmorReflexGives +1/+2/+3 item bonus.
Magic's VesselReflex+1 status.
Mind BlankReflexGives +4 status vs mental effects.
Mounted CombatReflexYou take -2 circumstance to Reflex when mounted.
Penumbral ShroudReflex+1 status vs Light.
Phantom SteedReflexPhantom Steeds fail all saves.
Poison ResistanceReflexGives +1 status vs poisons.
Protection (Spell)ReflexGives +1 status vs named alignment.
Rock DwarfReflex+2 circumstance vs being knocked prone.
Safeguard SecretReflex+4 status vs revealing secret.
Sanctified GroundReflexGives +1 status against named creatures.
Shaped ContainmentReflex+2 status vs your inhaled poisons.
SootheReflexGives +2 status vs Mental.
Spirit SenseReflex+1 status vs haunts and spirits.
Superstition InstinctReflex+2 status vs magic.
Take CoverReflexCan give a +4 circumstance bonus.
Tempt FateReflex+1/2 status, promote successes, demote fails.
Terrifying ResistanceReflex+1 circumstance against spells by enemies you demoralized.
Touch of the MoonReflex+1 status when Full or Waning.
Tree ShapeReflexAll Reflex saves fail in tree form.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.

Discern Lies

20th July 2020 at 11:18pm
Arcane Concentrate Divination Divine Manipulate Mental Occult Revelation Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes
Domain

Falsehoods ring in your ears like discordant notes.

You gain a +4 status bonus to Perception checks when someone Lies.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Discern Location

20th July 2020 at 11:20pm
Arcane Concentrate Detection Divination Divine Manipulate Material Occult Somatic Spell Uncommon Verbal

Level8
Components Material Somatic Verbal
Cast Time10 minutes
RangeUnlimited
Area
Target1 creature or object
Save
Duration
Domain

You learn the name of the target’s exact location (including the building, community, and country) and plane of existence.

You can target a creature only if you’ve seen it in person, have one of its significant belongings, or have a piece of its body.

To target an object, you must have touched it or have a fragment of it.

Discern location automatically overcomes protections against detection and divination of lower level than this spell, even if they would normally have a chance to block it.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Discreet Inquiry

30th July 2020 at 12:56pm
Feat General Skill

You are subtle in your efforts to learn the things you need to know.

When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information.

Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don’t learn of your efforts.

Feat Type Skill
Level2
Skill Deception Diplomacy
RequirementE
Requires

Disease

27th June 2020 at 8:47pm
Affliction

When a creature is exposed to a monster’s disease, it attempts a Fortitude save or succumbs to the disease.

The level of a disease is the level of the monster inflicting the disease.

The disease follows the rules for Afflictions.

Fast RecoveryDiseaseIncreases the effectiveness of saves.

Disintegrate

30th July 2020 at 9:00pm
Arcane Attack Concentrate Evocation Manipulate Somatic Spell Verbal

Level6
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 creature or unattended object
Save Fortitude
Duration
Domain

You fire a green ray at your target.

Make a spell attack.

On a hit, you deal 12d10 damage, and the target must attempt a basic Fortitude save. On a critical hit, treat the save result as one degree worse.

A creature reduced to 0 HP is reduced to fine powder; its gear remains.

An object you hit is destroyed (no save), regardless of Hardness, unless it’s an artifact or similarly hard to destroy.

A single casting can destroy no more than a 10-foot cube of matter.

This automatically destroys any force construct, such as a Wall of Force.

Heightened (+1) The damage increases by 2d10.

ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Spiritual GuardianDisintegrateInstantly destroys Spiritual Guardian.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.

Disjunction

20th July 2020 at 11:23pm
Abjuration Arcane Concentrate Manipulate Primal Somatic Spell Uncommon Verbal

Level9
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 magic item
Save
Duration
Domain

Crackling energy disjoins the target.

You attempt to Counteract it.

If you succeed, it’s deactivated for 1 week.

On a critical success, it’s destroyed.

If it’s an artifact or similar item, you automatically fail.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Dismantle

1st August 2020 at 4:54pm
Arcane Concentrate Manipulate Primal Somatic Spell Transmutation Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 non-magical object in your possession of 1 Bulk or less
Save
Duration1 minute
Domain

You touch an object, and it immediately disassembles itself into its component pieces.

The spell fails if the target lacks component pieces (such as a statue carved from one block of stone), and using it on a dangerous object like a snare or trap typically triggers it.

The object gains the Broken condition, and the component pieces become small enough to be hidden under normal clothing and armor.

You can Dismiss the spell.

When the spell ends, the object reassembles itself into its original form, appearing in your hand or hands if you have them free, or on the ground in front of you otherwise.

Once reassembled, the object loses the broken condition and its Hit Points return to the value the object had when you Cast the Spell.

Heightened (4th) The spell lasts for 10 minutes.

Heightened (6th) The spell lasts until your next daily preparations.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Dismiss

7th July 2020 at 12:29am
Action Concentrate

You end one spell effect or magic item effect.

This must be an effect you are allowed to dismiss, as defined by the spell or item.

Dismissal might end the effect entirely or might end it just for a certain target or targets, depending on the spell or item.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Dispel Magic

22nd July 2020 at 11:47am
Abjuration Arcane Concentrate Divine Manipulate Occult Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 spell effect or unattended magic item
Save
Duration
Domain

You unravel the magic behind a spell or effect.

Attempt a Counteract check against the target.

If you succeed against a spell effect, you counteract it.

If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s non-magical properties.

If the target is an artifact or similar item, you automatically fail.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Disperse into Air

5th August 2020 at 6:58pm
Air Cleric Focus Spell Manipulate Polymorph Reaction Somatic Spell Transmutation Uncommon

Level4
Components Somatic 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
DomainAir (Domain)

Trigger You take damage from an enemy or a hazard.

After taking the triggering damage, you transform into air.

Until the end of the current turn, you can’t be attacked or targeted, you don’t take up space, you can’t act, and any Auras or Emanations you have are suppressed.

At the end of the turn, you re-form in any space you can occupy within 15 feet of where you were when you dispersed. Any auras or emanations you had are restored as long as their duration didn’t run out while you were dispersed.

AirThis may not work in vacuum or without air.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.
Faerie DustReactionCan't be used while affected.

Disrupt Undead

30th July 2020 at 9:00pm
Cantrip Concentrate Divine Manipulate Necromancy Positive Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 Undead creature
Save Fortitude
Duration
Domain

You lance the target with energy.

You deal 1d6 Positive damage plus your spellcasting ability modifier.

The target must attempt a basic Fortitude save.

If the creature critically fails the save, it is also enfeebled 1 for 1 round.

Heightened (+1) The damage increases by 1d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Disrupting Weapons

22nd July 2020 at 11:50am
Concentrate Divine Manipulate Necromancy Positive Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target
Save Up to two weapons, each of which must be wielded by you or a willing ally, else unattended
Duration1 minute
Domain

You infuse weapons with positive energy.

Attacks with these weapons deal an extra 1d4 Positive damage to Undead .

Heightened (3rd) The damage increases to 2d4 damage.

Heightened (5th) Target up to three weapons, and the damage increases to 3d4 damage.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Distracting Performance

30th July 2020 at 1:00pm
Feat General Skill

Your performances are especially distracting, allowing your allies to Sneak away with ease.

When you Aid an ally who is trying to Create a Diversion, instead of the usual effects of Aid, you can roll a Performance check and use that result to determine the outcome of the diversion, instead of the ally rolling a Deception check.

Feat Type Skill
Level2
Skill Performance
RequirementE
Requires

Disturbing Knowledge

31st July 2020 at 12:30am
Action Emotion Fear Feat General Mental Skill

You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls. Even those who don’t understand your language are unsettled by these dire secrets.

Attempt an Occultism check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in Occultism.

Critical SuccessThe target becomes Confused for 1 round and Frightened 1.
SuccessThe target becomes Frightened 1.
FailureThe target is unaffected.
Critical FailureYou get overly caught up in your own words and becomes Frightened 1.

Those creatures are temporarily immune for 24 hours.

Actions 2
Time
Free Hands
SkillOccultism 
DefenseWill
Tool
Sub-actions
Feat Type Skill
Level7
Skill Occultism
RequirementM
Requires
EmotionThis won't work on creatures with mechanical or artificial intelligence.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultismDisturbing Knowledge
IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.
Veil of ConfidenceFearOn fumbled save, spell ends and frightened is 1 greater.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Divination

27th July 2020 at 1:14am
School

Divinations allow you to learn the secrets of the present, past, and future. They bestow good fortune, grant you the ability to perceive remote locations, and reveal secret knowledge.

Divinations often have the Detection trait if they find something, the Prediction trait if they grant you insight about what might happen in the future, the Revelation trait if they show things as they truly are, or the Scrying trait if they let you perceive another location.

Cantrips

Level 1 Divination Spells

Level 2 Divination Spells

Level 3 Divination Spells

Level 4 Divination Spells

Level 5 Divination Spells

Level 6 Divination Spells

Level 7 Divination Spells

Level 8 Divination Spells

Level 9 Divination Spells

Level 10 Divination Spells

ChromaWall57DivinationBlocked by Indigo wall.

Divine

27th July 2020 at 12:08am
Tradition

The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane.

Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine Sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and Champions call upon their gods to grant them martial prowess through divine guidance.

Divine spells are identified using Religion.

Cantrips

Level 1 Divine Spells

Level 2 Divine Spells

Level 3 Divine Spells

Level 4 Divine Spells

Level 5 Divine Spells

Level 6 Divine Spells

Level 7 Divine Spells

Level 8 Divine Spells

Level 9 Divine Spells

Level 10 Divine Spells

Divine Aura

25th July 2020 at 12:24am
Abjuration Concentrate Divine Manipulate Somatic Spell Verbal

Level8
Components Somatic Verbal
Cast Time
Range
Area10 foot Emanation
TargetAllies in the area
Save Will
DurationSustained up to 1 minute
Domain

Divine power wards the targets, granting each a +1 status bonus to AC and saves while in the area.

Choose an alignment your deity has ( Chaotic , Evil , Good , or Lawful ). You can’t cast this spell if you don’t have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose.

The bonuses granted by the spell increase to +2 against attacks by—and effects created by—creatures with an alignment opposite to the spell (lawful if you chose chaotic, evil if you chose good).

These bonuses increase to +4 against effects created by such creatures that attempt to impose the Controlled condition on a target of your divine aura, as well as against attacks made by creatures summoned by anything opposite in alignment to your divine aura.

When a creature of opposite alignment hits a target with a melee attack, the creature must succeed at a Will save or be Blinded for 1 minute. It’s then temporarily immune for 1 minute.

The first time you Sustain the Spell each round, the divine aura’s radius grows 10 feet.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Divine Decree

25th July 2020 at 3:44pm
Concentrate Divine Evocation Manipulate Somatic Spell Verbal

Level7
Components Somatic Verbal
Cast Time
Range40 feet
Area40 foot Emanation
Target
Save Fortitude
DurationVaries
Domain

You utter a potent litany from your faith, a mandate that harms those who oppose your ideals.

Choose an alignment your deity has ( Chaotic , Evil , Good , or Lawful ). You can’t cast this spell if you don’t have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose.

You deal 7d10 damage to creatures in the area; each creature must attempt a Fortitude save.

Creatures with an alignment that matches the one you chose are unaffected by the spell.

Those that neither match nor oppose it treat the result of their saving throw as one degree better and don’t suffer effects other than damage.

Heightened (+1) The damage increases by 1d10, and the level of creatures that must attempt a second save on a critical failure increases by 2.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes half damage.
FailureThe creature takes full damage and is Enfeebled 2 for 1 minute.
Critical FailureThe creature takes double damage and is Enfeebled 2 for 1 minute. On your home plane, a creature that critically fails is banished with the effect of a failed Banishment save. A 10th-level creature or lower must attempt a Will save. On a failure, it’s Paralyzed for 1 minute; on a critical failure, it dies.

The "effect of a failed Banishment save" is normally just to banish the target. This refers only to special reactions the creature may have to such a thing.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Divine Guidance

26th July 2020 at 1:01am
Feat General Skill

Prerequisites Legendary in Religion.

You’re so immersed in divine scripture that you find meaning and guidance in your texts in any situation.

Spend 10 minutes Deciphering Writing on religious scriptures of your deity or philosophy while thinking about a particular problem or conundrum you face, and then attempt a Religion check (DC determined by the GM).

If you succeed, you unearth a relevant passage, parable, or aphorism that can help you move forward or change your thinking to help solve your conundrum. For example, the GM might provide you with a cryptic poem or hint that can guide you to the next step of solving your problem.

Feat Type Skill
Level15
Skill Religion
RequirementL
Requires

Divine Inspiration

22nd July 2020 at 12:03pm
Concentrate Divine Enchantment Manipulate Mental Somatic Spell Verbal

Level8
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 willing creature
Save
Duration
Domain

You infuse a target with spiritual energy, refreshing its magic.

If it prepares spells, it recovers one 6th-level or lower spell it previously cast today and can cast that spell again.

If it spontaneously casts spells, it recovers one of its 6th-level or lower spell slots.

If it has a focus pool, it regains its Focus Points, as if it had Refocused.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Divine Lance

22nd July 2020 at 12:07pm
Attack Cantrip Concentrate Evocation Manipulate Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save AC
Duration
Domain

You unleash a beam of divine energy.

Choose an alignment your deity has ( Chaotic , Evil , Good , or Lawful ). You can’t cast this spell if you don’t have a deity or if your deity is true neutral. The spell gains the trait of the alignment you chose.

Make a ranged spell attack roll against the target’s AC.

On a hit, the target takes damage of the chosen alignment type equal to 1d4 + your spellcasting ability modifier (double damage on a critical hit).

Heightened (+1) The damage increases by 1d4.

AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Divine Vessel

25th July 2020 at 12:22am
Concentrate Divine Manipulate Morph Polymorph Somatic Spell Transmutation Verbal

Level7
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute
Domain

You accept otherworldly energies into your body; while you are still recognizably yourself, you gain the features of one of your deity’s servitors.

Choose an alignment your deity has ( Chaotic , Evil , Good , or Lawful ). You can’t cast this spell if you don’t have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose.

If you were Medium or smaller, you become Large , as the effects of Enlarge. You must have space to expand into, or the spell is lost.

You also gain the following benefits.

  • 40 temporary Hit Points.
  • A Fly Speed equal to your Speed.
  • Weakness 10 to the alignment opposite the one you chose. (Not really a "benefit", but..)
  • A +1 status bonus to saves against spells.
  • Darkvision.
  • Your unarmed attacks and weapons deal 1 additional damage of the chosen alignment type.
  • One or more unarmed melee attacks.

If you chose good or lawful, your fist attacks deal 2d8 damage.

If you chose chaotic, you gain a bite unarmed attack that deals 2d10 piercing damage.

If you chose evil, you gain a claws unarmed attack that deals 2d8 slashing damage and has the Agile and Finesse traits.

Heightened (9th) The temporary Hit Points increase to 60, the weakness increases to 15, and the duration increases to 10 minutes.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Divine Wrath

22nd July 2020 at 12:14pm
Concentrate Divine Evocation Manipulate Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
Range120 feet
Area20 foot Burst
Target
Save Fortitude
Duration
Domain

You can channel the fury of your deity against foes of opposed alignment.

Choose an alignment your deity has ( Chaotic , Evil , Good , or Lawful ). You can’t cast this spell if you don’t have a deity or your deity is true neutral. This spell gains the trait of the alignment you chose.

You deal 4d10 damage of the alignment you chose; each creature in the area must attempt a Fortitude save.

Creatures that match the alignment you chose are unaffected.

Those that neither match nor oppose it treat the result of their saving throw as one degree better.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes half damage.
FailureThe creatures takes full damage and is Sickened 1.
Critical FailureThe creature takes full damage and is Sickened 2. While it is sickened, it is also Slowed 1.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Domain

5th August 2020 at 9:27pm

Air (Domain)You can control winds and the weather. Pushing Gust Disperse into Air
AmbitionYou strive to keep up with and outpace the competition. Blind Ambition Competitive Edge
ChangeYou can restructure the physical and metaphysical.
CitiesYou have powers over urban environments and denizens. Face in the Crowd Pulse of the City
Cold (Domain)You control ice, snow, and freezing temperatures.
ConfidenceYou overcome your fear and project pride. Veil of Confidence Delusional Pride
Creation (Domain)You have divine abilities related to crafting and art. Splash of Art Artistic Flourish
Darkness (Domain)You operate in the darkness and take away the light. Cloak of Shadow Darkened Eyes
DeathYou have the power to end lives and destroy undead.
DecayYou have the power to spoil and deteriorate matter.
DeliriumYou can bring about hallucinations and restlessness.
DestructionYou are a conduit for divine destruction. Cry of Destruction Destructive Aura
DreamsYou have the power to enter and manipulate dreams. Sweet Dream Dreamer's Call
DustYou have the power to dry and crumble what opposes you.
DutyYou defend oaths and carry out your divine missions with great dedication.
Earth (Domain)You control soil and stone. Hurtling Stone Localized Quake
FamilyYou aid and protect your family and community more effectively. Soothing Words Unity
FateYou see and understand hidden inevitabilities. Read Fate Tempt Fate
Fire (Domain)You control flame. Fire Ray Flame Barrier
FreedomYou liberate yourself and others from shackles and constraints. Unimpeded Stride Word of Freedom
GlyphYou wield power over written words and symbols.
Healing (Domain)Your healing magic is particularly potent. Healer's Blessing Rebuke Death
IndulgenceYou feast mightily and can shake off the effects of overindulging. Overstuff Take its Course
Knowledge (Domain)You recieve divine insights. Scholarly Recollection Know the Enemy
LightningYou control electricity, thunder, and storms.
Luck (Domain)You're unnaturally lucky and keep out of harm's way. Bit of Luck Lucky Break
Magic (Domain)You perform the unexpected and inexplicable. Magic's Vessel Mystic Beacon
MightYour physical power is bolstered by divine strength. Athletic Rush Enduring Might
MoonYou command powers associated with the moon. Moonbeam Touch of the Moon
Nature (Domain)You hold power over animals and plants. Vibrant Thorns Nature's Bounty
NightmaresYou fill minds with horror and dread. Waking Nightmare Shared Nightmare
PainYou punish those who displease you with the sharp sting of pain. Savor the Sting Retributive Pain
PassionYou evoke passion, whether as love or lust. Charming Touch Captivating Adoration
PerfectionYou strive to perfect your mind, body, and spirit. Perfected Mind Perfected Form
PlagueYou wield disease and pestilence like a weapon.
Protection (Domain)You ward yourself and others. Protector's Sacrifice Protector's Sphere
ReposeYou ease mental burdens.
SecrecyYou protect secrets and keep them hidden. Forced Quiet Safeguard Secret
SorrowYou have a painful connection to melancholy and sadness.
SoulYou wield power over the spiritual.
StarYou command the power of the stars.
SunYou harness the power of the sun and other light sources, and punish undead. Dazzing Flash Positive Luminance
SwarmYou exert control over masses of creatures.
TimeYou reign over the flow of time.
TravelYou have power over movement and journeys. Agile Feet Traveler's Transit
TrickeryYou deceive others and cause mischief. Sudden Shift Trickster's Twin
TruthYou pierce lies and discover the truth. Word of Truth Glimpse the Truth
TyrannyYou wield power to rule and enslave others. Touch of Obedience Commanding Lash
UndeathYour magic carries close ties to the undead. Malignant Sustenance
VigilYou watch over those long passed and guard their secrets.
VoidYou draw power from emptiness.
WaterYou control water and bodies of water. Tidal Surge Downpour
WealthYou hold power over wealth, trade, and treasure. Appearance of Wealth Precious Metals
WyrmkinYou draw on the power of dragons, linnorms, and other powerful reptilian creatures.
ZealYour inner fire increases your combat prowess. Weapon Surge Zeal for Battle

DomainSummary

5th August 2020 at 9:26pm

Basic Domain Spell:

Advanced Domain Spell:

Dominate

6th August 2020 at 12:04am
Arcane Concentrate Enchantment Incapacitation Manipulate Mental Occult Somatic Spell Uncommon Verbal

Level6
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
DurationUntil the next time you make your daily preparations
Domain

You take command of the target, forcing it to obey your orders.

The effect depends on its Will save.

If you issue an obviously self-destructive order, the target doesn’t act until you issue a new order.

This does not give the target the Controlled status.

Heightened (10th) The duration is unlimited.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target is Stunned 1 as it fights off your commands.
FailureThe target follows your orders but can attempt a Will save at the end of each of its turns. On a success, the spell ends.
Critical FailureAs a failure, but the target recieves a new save only if you give it a new order that is against its nature, such as killing its allies.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Doomed

26th June 2020 at 5:30pm
Condition

A powerful force has gripped your soul, calling you closer to death.

Doomed always includes a value. The Dying value at which you die is reduced by your doomed value.

If your maximum dying value is reduced to 0, you instantly die.

When you die, you’re no longer doomed.

Your doomed value decreases by 1 each time you get a full night’s rest.

Jinxed TenguDoomedMake DC 17 flat check to reduce gained doomed level by 1.

Double Brew

23rd July 2020 at 7:56pm
Ability Alchemist

You know your formulas so well that you can concoct two items at once.

When using the Quick Alchemy action, instead of spending one batch of infused reagents to create a single item, you can spend up to two batches of infused reagents to make up to two alchemical items as described in that action.

These items do not have to be the same.

Doublespeak

30th July 2020 at 1:05pm
Feat General Skill

You are skilled at saying one thing while meaning something different.

You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand.

Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning.

Other observers must succeed at a Perception check against your Deception DC to realize you are passing a secret message, and they must critically succeed to understand the message itself.

Feat Type Skill
Level7
Skill Deception
RequirementM
Requires

Downpour

5th August 2020 at 7:22pm
Cleric Concentrate Evocation Focus Spell Manipulate Somatic Spell Uncommon Verbal Water

Level4
Components Somatic Verbal 1 Focus Point
Cast Time
Range120 foot
Area30 foot Burst
Target
Save
Duration1 minute
DomainWater

You call forth a torrential downpour, which extinguishes nonmagical flames.

Creatures in the area are Concealed and gain Fire resistance 10.

Creatures outside the area are Concealed to those inside the area.

Creatures with Weakness to water that end their turns in the area take damage equal to their weakness.

Heightened (+1) The fire resistance increases by 2.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Dragon

25th July 2020 at 5:02pm
Trait

Dragons are reptilian creatures, often winged or with the power of flight.

Most are able to use a breath weapon and are immune to sleep and the Paralyzed condition.

Dragon Breath

7th August 2020 at 7:13pm
Concentrate Evocation Focus Spell Manipulate Somatic Sorcerer Spell Uncommon Verbal

Level3
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area30 foot Cone or 60 foot Line originating from you
Target
Save Reflex Fortitude
Duration
Domain

You spew energy from your mouth, dealing 5d6 damage.

The area, damage type, and basic save depend on the dragon type in your bloodline.

Dragon TypeArea and Damage TypeSaving Throw
Black or copper60-foot Line of Acid Reflex
Blue or bronze60-foot Line of Electricity Reflex
Brass60-foot Line of Fire Reflex
Green30-foot Cone of Poison Fortitude
Gold or red30-foot Cone of Fire Reflex
Silver or white30-foot Cone of Cold Reflex

Heightened (+1) The damage increases by 2d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14AcidStopped by Yellow wall.
RegenerateAcidDeactivates regeneration from this spell.
ChromaWall14ElectricityStopped by Yellow wall.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.
ChromaWall14ColdStopped by Yellow wall.

Dragon Claws

7th August 2020 at 7:20pm
Concentrate Focus Spell Spell Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

Vicious claws grow from your fingers.

They are Finesse Unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in your bloodline.

DragonDamage Type
Black or Copper Acid
Blue or Bronze Electricity
Brass, Gold, or Red Fire
Silver or White Cold
Green Poison

Your scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type.

Heightened (5th) The extra damage increases to 2d6, and the resistance increases to 10.

Heightened (9th) The extra damage increases to 3d6, and the resistance increases to 15.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
ChromaWall14AcidStopped by Yellow wall.
RegenerateAcidDeactivates regeneration from this spell.
ChromaWall14ElectricityStopped by Yellow wall.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.
ChromaWall14ColdStopped by Yellow wall.

Dragon Form

27th July 2020 at 11:14pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal

Level6
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute
Domain

Calling upon powerful transformative magic, you gain a Large dragon battle form. You must have space to expand or the spell is lost.

When you cast this spell, choose one type of chromatic or metallic dragon. While in this form, you gain the Dragon trait. You have hands in this battle form and can take Manipulate actions.

You can Dismiss the spell.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties. You can't cast spells, or speak, in your battle form. Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 18 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 10 temporary Hit Points.
  • Speed 40 feet, Fly Speed 100 feet.
  • Resistance 10 against the damage type of your breath weapon (see below).
  • Darkvision and imprecise Scent 60 feet.
  • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +22, and your damage bonus is +6. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead. See below for more on these attacks.
  • Athletics modifier of +23, unless your own modifier is higher.
  • Breath Weapon [two-actions] ( Arcane , Evocation ) The shape, damage, and damage type of your breath weapon depend on your specific dragon form (see below). A creature in the area attempts a basic save against your spell DC. This is a Reflex save unless stated otherwise in the special ability description for your specific dragon form. Once activated, your breath weapon can’t be used again for 1d4 rounds. Your breath weapon has the trait corresponding to the type of damage it deals.

You also gain specific abilities based on the type of dragon you choose:

  • Black swim Speed 60 feet; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid; Melee [one-action] claw ( Agile ), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 60-foot line, 11d6 acid.
  • Blue burrow Speed 20 feet; Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity; Melee [one-action] claw ( Agile ), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 80-foot line, 6d12 electricity.
  • Green swim Speed 40 feet, ignores difficult terrain from non-magical foliage; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 poison; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 30-foot cone, 10d6 poison (Fortitude save instead of Reflex).
  • Red ignore concealed from smoke; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire; Melee [one-action] claw (agile), Damage 4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning; breath weapon 30-foot cone, 10d6 fire.
  • White climb Speed 25 feet on ice only; Melee [one-action] jaws, Damage 3d6 piercing plus 2d6 cold; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; breath weapon 30‑foot cone, 10d6 cold.
  • Brass burrow Speed 20 feet; Melee [one-action] jaws, Damage 3d8 piercing plus 2d4 fire; Melee [one-action] claw (agile), 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] spikes (reach 10 feet), Damage 3d8 piercing; breath weapon 60-foot line, 15d4 fire.
  • Bronze swim Speed 40 feet; Melee [one-action] jaws, Damage 2d10 piercing plus 1d12 electricity; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 slashing; breath weapon 80-foot line, 6d12 electricity.
  • Copper climb Speed 25 feet on stone only; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 acid; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] wing (reach 10 feet), Damage 3d8 bludgeoning; breath weapon 60-foot line, 10d6 acid.
  • Gold swim Speed 40 feet; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 fire; Melee [one-action] claw (agile), Damage 4d6 slashing; Melee [one-action] tail (reach 10 feet), Damage 3d10 bludgeoning; Melee [one-action] horns (reach 10 feet), Damage 3d8 piercing; breath weapon 30-foot cone, 6d10 fire.
  • Silver walk on clouds; Melee [one-action] jaws, Damage 2d12 piercing plus 2d6 cold; Melee [one-action] claw (agile), Damage 3d10 slashing; Melee [one-action] tail (reach 10), Damage 3d10 bludgeoning; breath weapon 30-foot cone, 8d8 cold.

Heightened (8th) Your battle form is Huge , you gain a +20‑foot status bonus to your fly Speed, and your attacks have 10-foot reach (or 15-foot reach if they previously had 10 foot reach). You instead gain AC = 21 + your level, 15 temporary HP, an attack modifier of +28, a damage bonus of +12, Athletics +28, and a +14 status bonus to breath weapon damage.

As written there are no alignment restrictions on the type of dragon you choose.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Dragon Instinct

6th August 2020 at 11:00pm
Barbarian Splat

You summon the fury of a mighty dragon and manifest incredible abilities. Perhaps your culture reveres draconic majesty, or you gained your connection by drinking or bathing in dragon’s blood or after watching a marauding wyrm burn your village.

Chromatic dragons tend to be evil, and metallic dragons tend to be good.

DragonTypeBreath Weapon
BlackChromaticLine of Acid
BlueChromaticLine of Electricity
GreenChromaticCone of Poison
RedChromaticCone of Fire
WhiteChromaticCone of <<Cold
BrassMetallicLine of Fire
BronzeMetallicLine of Electricity
CopperMetallicLine of Acid
GoldMetallicCone of Fire
SilverMetallicCone of Cold

Anathema Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema.

Draconic Rage (Instinct Ability) While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon’s breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the Arcane and Evocation traits, as well as the trait matching the damage type.

Specialization Ability When you use draconic rage, you increase the additional damage from Rage from 4 to 8. If you have greater weapon specialization, instead increase the damage from Rage when using draconic rage from 8 to 16.

Raging Resistance You resist piercing damage and the damage type of your dragon’s breath weapon.

ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.
ChromaWall14ElectricityStopped by Yellow wall.
ChromaWall14AcidStopped by Yellow wall.
RegenerateAcidDeactivates regeneration from this spell.
ChromaWall14ColdStopped by Yellow wall.

Dragon Scholar

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Age Of Ashes Player's Guide.

Stat ChoicesCharisma Strength
SkillIntimidation
LoreDragon
FeatIntimidating Glare

Dragon Wings

7th August 2020 at 7:21pm
Concentrate Focus Spell Manipulate Morph Somatic Sorcerer Spell Transmutation Uncommon Verbal

Level5
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

Leathery wings sprout from your back, giving you a fly Speed of 60 feet or your Speed, whichever is faster.

When this spell’s duration would end, if you’re still flying, you float to the ground, as Feather Fall.

You can increase the Focus Point cost by 1 to gain the effects of Dragon Claws as long as the wings last.

Heightened (8th) The duration increases to 10 minutes.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Dragon's Rage Breath

23rd July 2020 at 11:12pm
Action Arcane Barbarian Class Concentrate Evocation Feat Instinct Rage

Prerequisites Dragon Instinct.

Requirements You haven’t used this ability since you last Raged.

You breathe deeply and exhale powerful energy in a 30-foot Cone or 60-foot Line, dealing 1d6 damage per level.

The area and damage type match those of your dragon.

If you used this ability in the last hour, the area and the damage are halved (15-foot cone or 30-foot line; 1d6 damage for every 2 levels).

Each creature in the area must attempt a basic Reflex save.

Actions 2
Time
Free Hands
Skill
DefenseReflex
Tool
Sub-actions
Feat Type Class
Level6
Requires
ClassBarbarian
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
RageYou have to be raging to use this.

Drain Life

7th August 2020 at 7:23pm
Focus Spell Manipulate Necromancy Negative Somatic Sorcerer Spell Uncomon

Level3
Components Somatic 1 Focus Point
Cast Time
Range30 feet
Area
Target1 creature
Save Fortitude
Duration
Domain

You close your hand and pull life energy from another creature into yourself.

This deals 3d4 Negative damage; the target must attempt a basic Fortitude save.

You gain temporary Hit Points equal to the damage the target takes, after resolving its save and applying your blood magic if applicable.

If the target’s Hit Points were lower than the damage you dealt, you gain temporary Hit Points equal to their remaining Hit Points instead.

The temporary Hit Points last for 1 minute.

Heightened (+1) The damage increases by 1d4.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14NegativeStopped by Yellow wall.

Drained

20th July 2020 at 10:46pm
Condition

When a creature successfully drains you of blood or life force, you become less healthy.

Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves.

You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9.

Losing these Hit Points doesn’t count as taking damage.

Each time you get a full night’s rest, your drained value decreases by 1. If you have the Fast Recovery Feat, it instead decreases by 2. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points

Fast RecoveryDrainedIncreases the effectiveness of saves.

Dream Council

22nd July 2020 at 12:35pm
Arcane Concentrate Illusion Manipulate Mental Occult Sleep Somatic Spell Verbal

Level8
Components Somatic Verbal
Cast Time10 minutes
RangePlanetary
Area
TargetUp to 12 creatures you know by name and have met in person
Save
Duration1 hour
Domain

When you Cast this Spell, any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don’t choose to fall asleep.

Sleepers join a shared dream, where they can communicate with one another as though they were in the same room.

Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingIllusionRolls automatic Counteract check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Dream Message

22nd July 2020 at 12:36pm
Arcane Concentrate Divine Enchantment Manipulate Mental Occult Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
RangePlanetary
Area
Target1 creature you know by name and have met in person
Save
Duration1 day
Domain

You send a message to your target’s dream.

The message is one-way, up to 1 minute of speech (roughly 150 words).

If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep.

As soon as they receive it, the spell ends, and you know the message was sent.

Heightened (4th) You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them; the spell ends for each creature individually.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Dreamer's Call

5th August 2020 at 7:25pm
Cleric Concentrate Enchantment Focus Spell Incapacitation Manipulate Mental Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 creature
Save Will
DurationUntil the end of the target's next turn
DomainDreams

The target becomes distracted and suggestible, inundated by vivid daydreams.

It must make a Will save.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target’s attention wavers. It becomes Flat-Footed and Fascinated by its daydreams.
FailureAs success, except that you appear in the dream and give a suggestion. This can be to approach you, run away (as if it had the Fleeing condition), Release what it’s holding, Drop Prone, or stand in place. The creature follows this course of action as its first action after you Cast the Spell.
Critical FailureAs failure, but the target follows the course of action for as many actions as possible for the spell’s duration, and it does nothing else.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Dreaming Potential

22nd July 2020 at 12:38pm
Concentrate Enchantment Manipulate Material Mental Occult Somatic Spell Verbal

Level5
Components Material Somatic Verbal
Cast Time10 minutes
RangeTouch
Area
Target1 willing sleeping creature
Save
Duration8 hours
Domain

You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the everchanging backdrop of its dreamscape.

If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime Retraining, though it can’t use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can’t access within the dream.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Dreams

4th August 2020 at 9:11pm
Domain

You have the power to enter and manipulate dreams.

Basic Domain Spell: Sweet Dream

Advanced Domain Spell: Dreamer's Call

Drop Dead

22nd July 2020 at 12:40pm
Arcane Divine Illusion Manipulate Reaction Somatic Spell Uncommon Visual

Level5
Components Somatic
Cast Time
Range120 feet
Area
Target1 creature
Save
DurationSustained up to 1 minute
Domain

Trigger A creature within range is hit by an attack from an enemy.

The target appears to fall down dead, though it actually turns Invisible.

Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body.

If the target’s death seems absurd—for instance, a barbarian at full health appears to be slain by 2 damage—the GM can grant the attacker an immediate Perception check to disbelieve the illusion.

If the target uses Hostile Actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too.

Heightened (7th) The spell doesn't end if the target uses hostile actions.

ArcaneThis spell can be identified using Arcana.
DivineThis spell can be identified using Religion.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VisualThis works only against creatures that can see it and are not Blinded.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.
Faerie DustReactionCan't be used while affected.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Drop Prone

26th June 2020 at 9:44pm
Action Move

You fall Prone.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ImmobilizedMoveCan't move.

Drow

25th July 2020 at 5:02pm
Trait

Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.

Drowning

22nd July 2020 at 10:01pm
Rule

You can hold your breath for a number of rounds equal to 5 + your Constitution modifier.

Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn.

You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect.

If you speak (including casting spells with Verbal components or activating items with Command components) you lose all remaining air.

When you run out of air, you fall unconscious and start Suffocating.

Breath ControlDrowningAllows you to hold your breath for 25 times as long as usual.

Dubious Knowledge

26th July 2020 at 1:01am
Feat General Skill

Prerequisites Trained in a skill with the Recall Knowledge action.

You’re a treasure trove of information, but not all of it comes from reputable sources.

When you fail a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which.

Feat Type Skill
Level1
Skill
Requirement
Requires

Duergar

25th July 2020 at 5:03pm
Trait

Subterranean kin of the dwarves, duergars typically have Darkvision and immunity to Poison .

They are not easily fooled by illusions.

Dull Ambition

1st August 2020 at 4:56pm
Arcane Concentrate Curse Divine Enchantment Manipulate Mental Misfortune Occult Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 creature
Save Will
DurationVaries
Domain

You curse the target to fail in all avenues of its life that require drive and ambition, as it inadvertently undermines its own goals at every turn.

The effect is based on the target’s Will save.

Critical SuccessThe target is unaffected.
SuccessFor 1 hour, the target rolls twice and uses the lower result on Initiative rolls.
FailureFor 1 day, the target rolls twice and uses the lower result on Initiative rolls and any check to determine the success of a downtime activity.
Critical FailureAs failure, but the duration is unlimited.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
MisfortuneDoesn't stack with other Misfortune effects, and cancels with Fortune.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Duplicate Foe

22nd July 2020 at 12:44pm
Arcane Concentrate Conjuration Manipulate Material Occult Somatic Spell Verbal

Level7
Components Material Somatic Verbal
Cast Time
Range30 feet
Area
Target1 enemy of level 15 or lower
Save Fortitude
DurationSustained up to 1 minute
Domain

You try to create a temporary duplicate of an enemy to fight on your behalf.

The target can attempt a Fortitude save to disrupt the spell.

The duplicate appears in an unoccupied space adjacent to the target and has the target’s attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target’s special abilities, including immunities, resistances, and weaknesses.

It has no magic items except weapon potency runes.

The duplicate gains the Minion trait, and it can only Stride and Strike.

Its Strikes deal the target’s normal damage but don’t apply added effects, since it doesn’t have special abilities.

The spell automatically ends if the duplicate’s Hit Points drop to 0.

The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions; when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command. This may be an error as there is no "Command a Minion" action.

The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It’s not a living creature, and it can never regain its lost Hit Points in any way.

Critical SuccessYou fail to create a duplicate.
SuccessThe duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds.
FailureThe duplicate works as described.
Critical Failure
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Dust

4th August 2020 at 9:30pm
Domain

You have the power to dry and crumble what opposes you.

Basic Domain Spell:

Advanced Domain Spell:

Duty

4th August 2020 at 9:30pm
Domain

You defend oaths and carry out your divine missions with great dedication.

Basic Domain Spell:

Advanced Domain Spell:

Dwarf

1st August 2020 at 10:32pm
Ancestry Dwarf Humanoid
Base HP10
SizeMedium
Speed20
BoostsConstitution Wisdom Free
FlawsCharisma
LanguagesCommon Dwarven

Special Abilities

Heritages

Ancient-Blooded DwarfYou gain Call on Ancient Blood.
Anvil DwarfYou become trained in Crafting (or another skill if you were already trained in Crafting) and gain the Specialty Crafting skill feat, but you can pick two different specialties instead of one.
Death Warden DwarfIf you roll a success on a saving throw against a necromancy effect, you get a critical success instead.
Elemental Heart DwarfChoose one of the following damage types: Acid , Cold , Electricity , or Fire . Once chosen, this can’t be changed. You gain the Energy Emanation activity.
Forge DwarfYou gain Fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).
Oathkeeper DwarfYou gain a +1 circumstance bonus to Perception checks to Sense Motive and to Perception DCs against attempts to Lie to you. Furthermore, you gain a +2 circumstance bonus to Diplomacy checks to convince others you speak the truth when you are telling the truth, and you take a –4 circumstance penalty to Lie and to your Deception DC against Sense Motive.
Rock DwarfYou gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you. This bonus also applies to saving throws against spells or effects that attempt to knock you Prone. In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance.
Strong-Blooded DwarfYou gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.

Level 1 Dwarf Feats

Level 5 Dwarf Feats

Level 9 Dwarf Feats

Level 13 Dwarf Feats

Level 17 Dwarf Feats

Dwarven Lore

1st August 2020 at 8:39pm
Ancestry Dwarf Feat

You eagerly absorbed the old stories and traditions of your ancestors, your gods, and your people, studying in subjects and techniques passed down for generation upon generation.

You gain the trained proficiency rank in Crafting and Religion.

If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.

You also become trained in Dwarven Lore.

Feat Type Ancestry
AncestryDwarf
Level1
Requires

Dwarven Weapon Cunning

1st August 2020 at 9:42pm
Ancestry Dwarf Feat

You’ve learned cunning techniques to get the best effects out of your dwarven weapons.

Whenever you critically hit using a Battle Axe, Pick, Warhammer, or a Dwarf weapon, you apply the weapon’s critical specialization effect.

Feat Type Ancestry
AncestryDwarf
Level5
RequiresDwarven Weapon Familiarity

Dwarven Weapon Expertise

6th August 2020 at 5:59pm
Ancestry Dwarf Feat

Your dwarven affinity blends with your training, granting you great skill with dwarven weapons.

Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for Battle Axes, Picks, Warhammers, and all dwarven weapons in which you are trained.

Feat Type Ancestry
AncestryDwarf
Level13
RequiresDwarven Weapon Familiarity

Dwarven Weapon Familiarity

1st August 2020 at 9:35pm
Ancestry Dwarf Feat

Your kin have instilled in you an affinity for hard-hitting weapons, and you prefer these to more elegant arms.

You are trained with the Battle Axe, Pick, and Warhammer.

You also gain access to all uncommon dwarf weapons.

For the purpose of determining your proficiency, martial dwarf weapons are simple weapons and advanced dwarf weapons are martial weapons.

Feat Type Ancestry
AncestryDwarf
Level1
Requires

Dying

30th June 2020 at 10:12am
Condition

You are bleeding out or otherwise at death’s door.

While you have this condition, you are Unconscious.

If you gain the Dying condition while Wounded, increase your Dying condition by the amount of your Wounded condition.

Dying always includes a value, and if it ever reaches dying 4, you die. If you have the Diehard feat, you instead die at dying 5.

If you’re dying, you must attempt a Recovery Check at the start of your turn each round to determine whether you get better or worse.

Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy’s critical hit or a critical failure on your save.

If you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described in that condition.

You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more.

Any time you lose the dying condition, you gain the Wounded 1 condition, or increase your wounded condition value by 1 if you already have that condition, unless you lost the dying condition by spending Hero Points.

DiehardDyingDie at Dying 5, not Dying 4.
Numb to DeathDyingGain extra HP and not wounded on first recovery per day.
RegenerationDyingCan't move beyond dying 3 while regeneration active.

Earn Income

25th July 2020 at 3:48pm
Action Downtime Trained

You use one of your skills to make money during downtime.

The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires using the Diplomacy skill to Gather Information, doing some research, or socializing.

When you take on a job, the GM secretly sets the DC of your skill check. After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank.

You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion.

The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.

Using Crafting, you can work at producing common items for the market. It’s usually easy to find work making basic items whose level is 1 or 2 below your settlement’s level. Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full price. These opportunities don’t occur as often and might have special requirements—or serious consequences if you disappoint a prominent client.

You can apply the practical benefits of one of your Lore specialties during downtime by practicing your trade. This is most effective for Lore specialties such as business, law, or sailing, where there’s high demand for workers. The GM might increase the DC or determine only low-level tasks are available if you’re attempting to use an obscure Lore skill to Earn Income. You might also need specialized tools to accept a job, like mining tools to work in a mine or a merchant’s scale to buy and sell valuables in a market.

You can use Performance to perform for an audience to make money. The available audiences determine the level of your task, since more discerning audiences are harder to impress but provide a bigger payout. The GM determines the task level based on the audiences available. Performing for a typical audience of commoners on the street is a level 0 task, but a performance for a group of artisans with more refined tastes might be a 2nd- or 3rd-level task, and ones for merchants, nobility, and royalty are increasingly higher level. Your degree of success determines whether you moved your audience and whether you were rewarded with applause or rotten fruit.

When Earning Income, you might be able to spend days of downtime to prepare for your task, which adjusts the DC of the skill check. This might involve rehearsing a play, studying a topic, and so on. The GM determines how long preparation takes and how much the DC changes. This is most useful when you’re trying a task that’s higher level than you; otherwise such tasks have an increased DC!

When a task you’re doing is complete, or if you stop in the middle of one, you normally have to find a new task if you want to keep Earning Income. For instance, if you quit your job working at the docks, you’ll need to find another place of employment instead of picking up where you left off. This usually takes 1 day or more of downtime looking for leads on new jobs.

However, you might pause a task due to an adventure or event that wouldn’t prevent you from returning to the old job later. The GM might decide that you can pick up where you left off, assuming the task hasn’t been completed by others in your absence. Whether you roll a new skill check when you resume is also up to the GM. Generally speaking, if you had a good initial roll and want to keep it, you can, but if you had a bad initial roll, you can’t try for a better one by pausing to do something else. If your statistics changed during the break—usually because you leveled up while adventuring—you can attempt a new check.

Task LevelFailureTrainedExpertMasterLegendary
01 cp5 cp5 cp5 cp5 cp
12 cp2 sp2 sp2 sp2 sp
24 cp3 sp3 sp3 sp3 sp
38 cp5 sp5 sp5 sp5 sp
41 sp7 sp8 sp8 sp8 sp
52 sp9 sp1 gp1 gp1 gp
63 sp1 gp, 5 sp2 gp2 gp2 gp
74 sp2 gp2 gp, 5 sp2 gp, 5 sp2 gp, 5 sp
85 sp2 gp, 5 sp3 gp3 gp3 gp
96 sp3 gp4 gp4 gp4 gp
107 sp4 gp5 gp6 gp6 gp
118 sp5 gp6 gp8 gp8 gp
129 sp6 gp8 gp10 gp10 gp
131 gp7 gp10 gp15 gp15 gp
141 gp, 5 sp8 gp15 gp20 gp20 gp
152 gp10 gp20 gp28 gp28 gp
162 gp, 5 sp13 gp25 gp36 gp40 gp
173 gp15 gp30 gp45 gp55 gp
184 gp20 gp45 gp70 gp90 gp
196 gp30 gp60 gp100 gp130 gp
208 gp40 gp75 gp150 gp200 gp
20 (critical success)50 gp90 gp175 gp300 gp
Actions
Time
Free Hands
SkillCrafting Lore Performance 
Defense
Tool
Sub-actions
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Bargain HunterEarn IncomeYou can earn income using Diplomacy.
Experienced ProfessionalEarn IncomeTurns fumbles to fails and doubles fail income if Expert.
Experienced SmugglerEarn IncomeGet smuggling jobs earning with Underworld Lore.
Legendary PerformerEarn IncomeAudiences available are 2 levels higher.
Legendary ProfessionalEarn Income+2 Lore based consulting jobs available.
Magical ShorthandEarn IncomeYou can "earn" discounts on learning spells.
CraftingEarn Income
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
LoreEarn Income
IntelligenceLoreKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
PerformanceEarn Income
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.

Earth

25th July 2020 at 5:03pm
Trait

Effects with the earth trait either manipulate or conjure earth.

Those that manipulate earth have no effect in an area without earth.

Creatures with this trait consist primarily of earth or have a magical connection to that element.

Earth (Domain)

4th August 2020 at 9:11pm
Domain

You control soil and stone.

Basic Domain Spell: Hurtling Stone

Advanced Domain Spell: Localized Quake

Earthbind

22nd July 2020 at 8:13pm
Arcane Concentrate Manipulate Primal Somatic Spell Transmutation Verbal

Level3
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 flying creature
Save Fortitude
DurationVaries
Domain

Using the weight of earth, you hamper a target’s flight, with effects based on its Fortitude save.

If the creature reaches the ground safely, it doesn’t take falling damage.

Critical SuccessThe target is unaffected.
SuccessThe target falls safely up to 120 feet.
FailureThe target falls safely up to 120 feet. If it hits the ground, it can't Fly, Levitate or otherwise leave the ground for 1 round.
Critical FailureThe target falls safely up to 120 feet. If it hits the ground, it can’t Fly, levitate, or otherwise leave the ground for 1 minute.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Earthquake

22nd July 2020 at 8:17pm
Arcane Concentrate Earth Evocation Manipulate Primal Somatic Spell Verbal

Level8
Components Somatic Verbal
Cast Time
Range500 feet
Area60 foot Burst
Target
Save Reflex
Duration1 round
Domain

You shake the ground, topple creatures into fissures, and collapse structures. The GM might add additional effects in certain areas. Cliffs might collapse, causing creatures to fall, or a lake might drain as fissures open up below its surface, leaving a morass of quicksand.

  • Shaking Ground The ground is Difficult Terrain, and creatures on it take a –2 circumstance penalty to attack rolls, AC, and skill checks.
  • Fissures Each creature on the ground must attempt a Reflex save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and their sides require DC 15 Athletics to Climb.
  • Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 9 for a shoddy structure, all adjusted higher or lower as the GM sees fit). A collapse deals 11d6 bludgeoning damage; each creature caught in a collapse must attempt a Reflex save to avoid it.

Heightened (10th) You create a massive earthquake that can devastate a settlement. The range increases to half a mile and the area to a quarter-mile burst.

Critical SuccessThe creature takes half the collapse damage.
Successthe creature takes half the collapse damage and falls prone.
FailureThe creature takes the full collapse damage and falls Prone.
Critical FailureThe creature takes the full collapse damage and falls into a fissure.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Eclipse Burst

6th August 2020 at 12:07am
Arcane Cold Concentrate Darkness Divine Manipulate Necromancy Negative Primal Somatic Spell Verbal

Level7
Components Somatic Verbal
Cast Time
Range500 feet
Area60 foot Burst
Target
Save Reflex
Duration
Domain

A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures and objects in the area, plus 8d4 additional negative damage to living creatures.

Creatures and objects in the area must attempt a basic Reflex save. On a critical failure, creatures are also Blinded by the darkness for an unlimited duration.

If the globe overlaps with an area of magical Light or affects a creature affected by magical light, eclipse burst attempts to Counteract the light effect.

Heightened (+1) The cold damage increases by 1d10 and the negative damage against the living increases by 1d4.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14ColdStopped by Yellow wall.
ChromaWall14NegativeStopped by Yellow wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Efficient Alchemy

23rd July 2020 at 7:51pm
Alchemist Class Feat

Thanks to the time you’ve spent studying and experimenting, you know how to scale your formulas into larger batches that don’t require any additional attention.

When spending downtime to Craft alchemical items, you can produce twice as many alchemical items in a single batch without spending additional preparatory time. For instance, if you are creating elixirs of life, you can craft up to eight elixirs in a single batch using downtime, rather than four.

This does not reduce the amount of alchemical reagents required or other ingredients needed to craft each item, nor does it increase your rate of progress for days past the base downtime spent.

This also does not change the number of items you can create in a batch using Advanced Alchemy.

Feat Type Class
Level4
Requires
ClassAlchemist

Elastic Mutagen

30th July 2020 at 8:52pm
Alchemist Class Feat

You can cause your body to twist and flow like the quicksilver within your mutagens.

Whenever you are under the effects of a Quicksilver Mutagen, you can stretch your legs and Step up to 10 feet, and you can squish and compress your body, allowing you to make it through tight spaces as if you were one size smaller, in addition to any effect from Squeezing.

Feat Type Class
Level10
Requires
ClassAlchemist

Electric Arc

22nd July 2020 at 8:22pm
Arcane Cantrip Concentrate Electricity Evocation Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 or 2 creatures
Save Reflex
Duration
Domain

An arc of lightning leaps from one target to another.

You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.

Heightened (+1) The damage increases by 1d4.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall14ElectricityStopped by Yellow wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Electricity

25th July 2020 at 5:05pm
Earth

Effects with this trait deal electricity damage.

A creature with this trait has a magical connection to electricity.

Magical electrical effects may not be subject to real-world effects such as grounding, insulation, shorting etc.

ChromaWall14ElectricityStopped by Yellow wall.

Elemental

25th July 2020 at 5:05pm
Trait

Elementals are creatures directly tied to an element and are native to the Elemental Planes.

Elementals don’t need to breathe.

Elemental Burst

7th August 2020 at 7:25pm
Concentrate Evocation Focus Spell Manipulate Somatic Sorcerer Spell Uncommon Verbal

Level5
Components Somatic Verbal 1 Focus Point
Cast Time
Range30 feet (Burst only)
Area10 foot radius Burst, 30 foot Cone, or 60 foot Line
Target
Save Reflex
Duration
Domain

You gather elemental energy and blast your foes in one of the various listed shapes of your choosing, dealing 8d6 bludgeoning damage (or Fire damage if your element is fire).

This spell has your element’s trait.

Heightened (+1) The damage increases by 2d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.

Elemental Form

27th July 2020 at 11:14pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal

Level5
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

You call upon the power of the planes to transform into a Medium elemental battle form.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, or speak in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

When you cast this spell, choose Air , Earth , Fire , or Water . While in this form, you gain the corresponding trait and the elemental trait.

You have hands in this battle form and can take Manipulate actions.

You can Dismiss the spell.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 19 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 10 temporary Hit Points.
  • Darkvision.
  • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +18, and your damage bonus is +9. These are Dexterity based (air or fire) or Strength based (earth or water). If your corresponding unarmed attack modifier is higher, you can use it instead.
  • Acrobatics (air or fire) or Athletics (earth or water) modifier of +20; ignore this change if your own modifier is higher.

You also gain specific abilities based on the type of elemental you choose:

  • Air fly Speed 80 feet, movement doesn’t trigger reactions; Melee [one-action] gust, Damage 1d4 bludgeoning.
  • Earth Speed 20 feet, burrow Speed 20 feet; Melee [one-action] fist, Damage 2d10 bludgeoning.
  • Fire Speed 50 feet; fire resistance 10, weakness 5 to cold and 5 to water; Melee [one-action] tendril, Damage 1d8 fire plus 1d4 persistent fire.
  • Water Speed 20 feet, swim Speed 60 feet; fire resistance 5; Melee [one-action] wave, Damage 1d12 bludgeoning, and you can spend an action immediately after a hit to push the target 5 feet with the effects of a successful Shove.

Heightened (6th) Your battle form is Large and your attacks have 10-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 15 temporary HP, an attack modifier of +23, a damage bonus of +13, and Acrobatics or Athletics +23.

Heightened (7th) Your battle form is Huge and your attacks have 15-foot reach. You must have space to expand or the spell is lost. You instead gain AC = 22 + your level, 20 temporary HP, an attack modifier of +25, a damage bonus of +11, double the number of damage dice (including persistent damage), and Acrobatics or Athletics +25.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingTransmutationRolls automatic Counteract check to see real form.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Elemental Heart Dwarf

1st August 2020 at 10:29pm
Dwarf Heritage

Choose one of the following damage types: Acid , Cold , Electricity , or Fire . Once chosen, this can’t be changed.

You gain the Energy Emanation activity.

Elemental Motion

7th August 2020 at 7:26pm
Concentrate Evocation Focus Spell Manipulate Somatic Sorcerer Spell Uncommon Verbal

Level3
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

You call upon your element to propel you, improving your Speed depending on your element.

This spell has your element’s trait.

  • Air You gain a fly Speed equal to your Speed.
  • Earth You gain a burrow Speed of 10 feet.
  • Fire You gain a fly Speed equal to your Speed.
  • Water You gain a swim Speed equal to your Speed and can breathe underwater.

Heightened (6th) You also gain a +10-foot status bonus to your Speeds.

Heightened (9th) The status bonus increases to +20 feet.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Elemental Toss

7th August 2020 at 7:28pm
Attack Evocation Focus Spell Manipulate Somatic Sorcerer Spell Uncommon

Level
Components Somatic 1 Focus Point
Cast Time
Range30 feet
Area
Target1 creature
Save
Duration
Domain

With a flick of your wrist, you fling a chunk of your elemental matter at your foe.

Make a spell attack roll, dealing 1d8 bludgeoning damage (or Fire damage if your element is fire) on a success, and double damage on a critical success.

This spell has your element’s trait.

Heightened (+1) The damage increases by 1d8.

AttackThis is affected by Multiple Attack Penalty.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.

Elf

1st August 2020 at 10:17pm
Ancestry Elf Humanoid
Base HP6
SizeMedium
Speed30
BoostsDexterity Intelligence Free
FlawsConstitution
LanguagesCommon Elven

Special Abilities

Heritages

Level 1 Elf Feats

Level 5 Elf Feats

Level 9 Elf Feats

Level 13 Elf Feats

Level 17 Elf Feats

Emanation

1st August 2020 at 4:18pm
Area

An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions.

For instance, the bless spell’s emanation radiates 5 or more feet outward from the caster.

Because the sides of a target’s space are used as the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature.

An emanation effect includes the target of the emanation, but the creature creating the effect can exclude the target if desired.

If an emanation effect has a duration, it moves with the caster unless stated otherwise.

Emancipated

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Age Of Ashes Player's Guide.

Stat ChoicesCharisma Dexterity
SkillStealth
LoreKintargo
FeatTerrain Stalker

Embrace the Pit

7th August 2020 at 7:30pm
Concentrate Evil Focus Spell Morph Sorcerer Spell Transmutation Uncommon Verbal

Level3
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline.

You gain resistance 5 to Evil , Fire , and Poison , and resistance 1 to physical damage (except silver).

You can take Good damage, even if you aren’t evil, and you gain weakness 5 to good damage.

Heightened (+2) The resistance to evil, fire, and poison increases by 5, the resistance to physical damage (except silver) by 2, and the weakness to good damage by 5.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EvilEvil damage harms only good creatures.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Emissary

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesCharisma Intelligence
SkillSociety
Lore*Per City
FeatMultilingual

Empty Body

6th August 2020 at 9:36pm
Concentrate Conjuration Focus Spell Manipulate Monk Somatic Spell Teleportation Uncommon Verbal

Level9
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

You turn ethereal, with the effects of Ethereal Jaunt, but you don’t need to concentrate.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Enchantment

7th August 2020 at 3:07am
School

Enchantments affect the minds and emotions of other creatures—sometimes to influence and control them, and other times to bolster them to greater heights of courage.

Enchantment spells almost always have the Mental trait, and many have the Emotion trait or the Fear trait.

Cantrips

Level 1 Enchantment Spells

Level 2 Enchantment Spells

Level 3 Enchantment Spells

Level 4 Enchantment Spells

Level 5 Enchantment Spells

Level 6 Enchantment Spells

Level 7 Enchantment Spells

Level 8 Enchantment Spells

Level 9 Enchantment Spells

Level 10 Enchantment Spells

Encumbered

26th June 2020 at 5:33pm
Condition

You are carrying more weight than you can manage.

While you’re encumbered, you’re Clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can’t reduce your Speed below 5 feet.

Endure

2nd August 2020 at 11:39pm
Arcane Enchantment Manipulate Mental Occult Somatic Spell

Level1
Components Somatic
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration1 round
Domain

You invigorate the touched creature’s mind and urge it to press on.

You grant the touched creature 5 temporary Hit Points.

Heightened (+1) Increase the temporary Hit Points by 5.

ArcaneThis spell can be identified using Arcana.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Endure Elements

22nd July 2020 at 8:30pm
Abjuration Arcane Concentrate Divine Manipulate Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time10 minutes
RangeTouch
Area
Target1 willing creature
Save
DurationUntil the next time you make your daily preparations
Domain

You shield the target against dangerous temperatures.

Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).

Heightened (3rd) The target is protected from severe cold and heat.

Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Enduring Alchemy

23rd July 2020 at 7:58pm
Alchemist Class Feat

You’ve learned how to make your personal energy last just a little bit longer when quickly brewing ad hoc concoctions.

When using Quick Alchemy to create an alchemical tool or elixir, that tool or elixir remains potent until the end of your next turn, instead of losing its potency at the start of your next turn.

Feat Type Class
Level4
Requires
ClassAlchemist

Enduring Might

5th August 2020 at 8:25pm
Abjuration Cleric Focus Spell Manipulate Reaction Somatic Spell Uncommon

Level4
Components Somatic 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
DomainMight

Trigger An attack or effect would deal damage to you.

Your own might mingles with divine power to protect you.

You gain resistance equal to 8 plus your Strength modifier against all damage from the triggering attack or effect.

Heightened (+1) The resistance increases by 2.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Faerie DustReactionCan't be used while affected.

Energy Aegis

22nd July 2020 at 11:11pm
Abjuration Arcane Concentrate Divine Manipulate Material Occult Primal Somatic Spell Verbal

Level7
Components Material Somatic Verbal
Cast Time1 minute
RangeTouch
Area
Target1 creature
Save
Duration24 hours
Domain

You protect the target with a powerful, long-lasting energy barrier.

The target gains resistance 5 to Acid , Cold , Electricity , Fire , Force , Negative , Positive , and Sonic damage.

Heightened (9th) The resistances increase to 10.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Energy Emanation

1st August 2020 at 10:30pm
Action Evocation Primal

Frequency Once per day.

Energy bursts forth from your body.

You deal 1d6 damage of the type chosen when you picked Elemental Heart Dwarf to all adjacent creatures (basic Reflex save using your class DC or spell DC, whichever is higher).

At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.

Actions 2
Time
Free Hands
Skill
Defense
Tool
Sub-actions
PrimalThis spell can be identified using Nature.

Enervation

1st August 2020 at 4:58pm
Arcane Concentrate Divine Manipulate Necromancy Negative Occult Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
Range
Area30 foot Line
Target
Save Fortitude
Duration
Domain

Extending a finger, you fire a beam of negative energy that weakens the life force of any creature it touches.

Each living creature in the line must attempt a Fortitude save.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes 2d8 persistent negative damage.
FailureThe creature takes 4d8 persistent negative damage and becomes Drained 1.
Critical FailureThe creature takes 4d8 persistent negative damage and becomes Drained 2 and Doomed 1.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14NegativeStopped by Yellow wall.

Enfeebled

20th July 2020 at 10:35pm
Condition

You’re physically weakened.

Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.

Engulf

25th July 2020 at 5:37pm
Action Activity

The monster Strides up to double its Speed and can move through the spaces of any creatures in its path.

Any creature of the monster’s size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save.

If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster’s path) or pushed in front of the monster to the end of the monster’s movement.

The monster can attempt to Engulf the same creature only once in a single use of Engulf.

The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster’s body. It is Grabbed, is Slowed 1, and has to hold its breath or start suffocating.

The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it’s engulfed.

An engulfed creature can get free by Escaping against the listed escape DC.

An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Flat-Footed against the attack.

If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free.

A creature that gets free by either method can immediately breathe and exits the swallowing monster’s space.

If the monster dies, all creatures it has engulfed are automatically released as the monster’s form loses cohesion.

Actions 2
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Enhance Victuals

22nd July 2020 at 8:37pm
Concentrate Divine Manipulate Material Primal Somatic Spell Transmutation Verbal

Level2
Components Material Somatic Verbal
Cast Time1 minute
RangeTouch
Area
TargetUp to 1 gallon of non-magical water or up to 5 pounds of food
Save
Duration1 hour
Domain

You transform the target into delicious fare, changing water into wine or another fine beverage or enhancing the food’s taste and ingredients to make it a gourmet treat.

Prior to the transformation, the spell attempts to Counteract any Poison s in the food or water.

The food turns back to normal if not consumed before the duration expires, though any poisons that were counteracted are still gone.

Heightened (+1) The number of gallons of water you can target increases by 1, or the number of pounds of food you can target increases by 5.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Enhanced Familiar

11th July 2020 at 7:15pm
Ability Class Feat Wizard

Prerequisites A Familiar.

You infuse your familiar with additional magical energy.

You can select four familiar or master abilities each day, instead of two.

Special If your arcane thesis is Improved Familiar Attunement, your familiar’s base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.

Feat Type Class
Level2
Requires
ClassWizard

Enlarge

30th July 2020 at 9:01pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal

Level2
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 willing creature
Save
Duration5 minutes
Domain

Bolstered by magical power, the target grows to size Large .

Its equipment grows with it but returns to natural size if removed.

The creature is Clumsy 1.

Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage.

This spell has no effect on a Large or larger creature.

Heightened (4th) The creature instead grows to size Huge . The status bonus to melee damage is +4 and the creature’s reach increases by 10 feet (or 15 feet if the creature started out Tiny). The spell has no effect on a Huge or larger creature.

Heightened (6th) Choose the 2nd-level or 4th-level version of this spell and apply its effects to up to 10 willing creatures.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Entangle

22nd July 2020 at 8:49pm
Concentrate Manipulate Plant Primal Somatic Spell Transmutation Verbal

Level2
Components Somatic Verbal
Cast Time
Range120 feet
AreaAll squares in a 20-foot radius Burst that contain plants
Target
Save Reflex
Duration1 minute
Domain

Plants in the area entangle creatures.

The area counts as Difficult Terrain.

Each round that a creature starts its turn in the area, it must attempt a Reflex save.

On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also Immobilized for 1 round.

Creatures can attempt to Escape at entangle’s DC to remove these effects.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Entertainer

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesCharisma Dexterity
SkillPerformance
LoreTheater
FeatFascinating Performance

Enthrall

22nd July 2020 at 8:54pm
Arcane Auditory Concentrate Emotion Enchantment Manipulate Occult Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
Range120 feet
Area
TargetAll creatures in range
Save Will
DurationSustained
Domain

Your words fascinate your targets.

You speak or sing without interruption throughout the casting and duration.

Targets who notice your speech or song might give their undivided attention; each target must attempt a Will save.

The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you’re saying.

Each creature that comes within range has to attempt a save when you Sustain the Spell.

If you’re speaking, enthrall gains the Linguistic trait.

Critical SuccessThe target is unaffected and notices that you tried to use magic.
SuccessThe target needn’t pay attention but doesn’t notice you tried to use magic (it might notice others are enthralled).
FailureThe target is Fascinated with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it’s no longer fascinated and is temporarily immune for 1 hour. If the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it, the fascination ends immediately.
Critical FailureAs failure, but the target can’t attempt a save to end the fascination if it disagrees with you.
ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Environmental Grace

31st July 2020 at 7:49pm
Feat General Skill

Prerequisites Deity who grants the cold, fire, nature, or travel domain.

You rapidly adapt to environments through a combination of skill, meditation, and divine grace.

After spending an hour in an environment of severe cold or colder, you are protected from the effects of severe cold until you leave that environment.

After spending an hour in an environment of severe heat or hotter, you are protected from the effects of severe heat until you leave that environment.

Feat Type Skill
Level7
Skill Survival
RequirementM
Requires

Eradicate Undeath

5th August 2020 at 8:26pm
Cleric Concentrate Focus Spell Manipulate Necromancy Positive Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area30 foot Cone
Target
Save Fortitude
Duration
DomainDeath (Domain)

A massive deluge of life energy causes the undead to fall apart.

Each Undead creature in the area takes 4d12 positive damage with a basic Fortitude save.

Heightened (+1) The damage increases by 1d12.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.

Escape

20th July 2020 at 10:49pm
Action Attack

You attempt to escape from being Grabbed, Immobilized, or Restrained.

Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you.

Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment.

You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait).

Critical SuccessYou get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
SuccessYou get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.
Failure
Critical FailureYou don’t get free, and you can’t attempt to Escape again until your next turn.
Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
AttackThis is affected by Multiple Attack Penalty.
Freedom of MovementEscapeGives auto success against lower level effects than the spell.
Unarmed AttackEscape
AthleticsEscape
Athletic RushAthletics+2 status.
Song of StrengthAthletics+1 status on rolls, and DCs against athletics actions.
Inspire HeroicsSong of StrengthPerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
ThieveryEscape
DexterityThieveryKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
AcrobaticsEscape
DexterityAcrobaticsKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.

Eschew Materials

11th July 2020 at 7:02pm
Ability Class Feat Wizard

You can use clever workarounds to replicate the arcane essence of certain materials.

When Casting a Spell that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air.

Unlike when providing somatic components, you still must have a hand completely free.

This doesn’t remove the need for any materials listed in the spell’s cost entry.

Feat Type Class
Level1
Requires
ClassWizard

Esteemed Visitor

6th August 2020 at 5:10pm
Ancestry Feat Shoony

Your polite manners and natural ability to comfort others make it easy for you to break down cultural barriers and earn strangers’ trust.

While you are in a settlement, when you roll a critical failure on a Diplomacy check to Gather Information or Make an Impression, you get a failure instead.

Feat Type Ancestry
AncestryShoony
Level1
Requires

Eternal Confidence

7th August 2020 at 12:06am
Ability Swashbuckler

As a swashbuckler at the peak of your skill, you swell with confidence and bravado in every attack.

Your proficiency rank for your swashbuckler class DC increases to master.

When you Strike as part of a finisher or Opportune Riposte, you can give the Strike the failure effect from the Confident Finisher action, including the increase from Precise Finisher if you have that feat.

You can do so only if the Strike uses a weapon or unarmed attack that you could use for Confident Finisher.

Eternal Elixir

23rd July 2020 at 9:42pm
Alchemist Class Feat

Prerequisite Extend Elixir.

Your body readily accepts and retains minor changes.

When you drink one of your alchemical items that has the Elixir and Infused traits and a duration of 1 minute or more, you can make the elixir’s duration indefinite.

You can do so only if the elixir’s level is half your level or lower.

If you later consume a different elixir and make it indefinite, the effect of the previous indefinite elixir ends.

Feat Type Class
Level16
RequiresExtend Elixir
ClassAlchemist

Ethereal

25th July 2020 at 5:06pm
Trait

Ethereal creatures are natives of the Ethereal Plane.

They can survive the basic environmental effects of the Ethereal Plane.

Ethereal Jaunt

22nd July 2020 at 8:57pm
Concentrate Conjuration Divine Manipulate Occult Somatic Spell Teleportation Uncommon Verbal

Level7
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
DurationSustained up to 1 minute
Domain

You travel to the Ethereal Plane, which overlaps the Material Plane.

Material Plane creatures can’t see you, and you can move through things on the Material Plane.

You move at half your normal Speeds, but can move in any direction (including up and down).

You can see onto the Material Plane within a radius of 60 feet; it is gray, hazy, and Concealed from you.

You can’t affect the Material Plane, and you can’t be affected by the Material Plane except by Force effects and Abjuration s originating there.

When the spell ends, you return to the Material Plane. If you’re in the air, you fall (unless you can fly), and if you’re inside an object, you’re pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed.

If you cast this spell when not on the Material Plane, it is lost.

Heightened (9th) You can target up to five additional willing creatures at a range of 30 feet. The duration is up to 10 minutes.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Evangelize

31st July 2020 at 7:52pm
Action Auditory Feat General Linguistic Mental Skill

Prerequisites You follow a deity or philosophy.

You point out a detail that incontrovertibly supports your faith, causing a listener’s mind to whirl.

Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language.

That target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day.

A creature that already agrees with you is unaffected, and at the GM’s discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected.

Critical SuccessThe target is Stupefied 2 for 1 round.
SuccessThe target is Stupefied 1 for 1 round.
FailureThe target is unaffected.
Critical Failure
Actions 1
Time
Free Hands
SkillDiplomacy 
DefenseWill
Tool
Sub-actions
Feat Type Skill
Level7
Skill Diplomacy
RequirementM
Requires
AuditoryThis works only against creatures that can hear it and are not Deafened.
LinguisticYour target must be able to understand your language.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
DiplomacyEvangelize
CharismaDiplomacyKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Oathkeeper DwarfDiplomacy+2 circumstance to prove true honesty.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Evasion

6th August 2020 at 10:23pm
Ability

You’ve learned to move quickly to avoid explosions, dragon’s breath, and worse.

Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Evocation

25th July 2020 at 12:02am
School

Evocations capture magical energy and then shape it to harm your foes or protect your allies.

Evocation spells often have a trait that comes from the type of damage they deal, such as Acid , Cold , Fire , Force , or Sonic .

Ex-Con Token Guard

7th August 2020 at 7:08pm
Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Agents of Edgewatch Player's Guide.

Stat ChoicesCharisma Dexterity
SkillThievery
Lore
FeatPickpocket

Exchange Image

6th August 2020 at 12:28am
Arcane Concentrate Illusion Manipulate Occult Somatic Spell Uncommon Verbal Visual

This spell has special plot requirements that are described in Age of Ashes 3: Tomorrow Must Burn.

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
TargetYou and 1 other humanoid
Save Will
Duration
Domain

You must have the humanoid trait to cast this spell.

You trade appearances with the target, with the effects depending on the result of the target’s Will saving throw.

Willing and Unconscious targets automatically critically fail this saving throw.

Critical SuccessNo effect.
SuccessYou take on the target’s appearance, and they take yours. This has the same effects as a 1st-level Illusory Disguise spell, except that the target can’t Dismiss the disguise. The duration is 1 minute or until Dismissed by you.
FailureAs success, but the duration is 1 hour or until Dismissed.
Critical FailureAs success, but the duration is 24 hours.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.

Exemplary Finisher

6th August 2020 at 11:57pm
Ability

You execute your finishing moves with spectacular flair, adding special effects to your finishers.

If a Strike you make as part of a Finisher hits a foe, you add one of the following effects to the Strike, depending on your swashbuckler’s style.

Battledancer: You can Step as a free action immediately after the finisher.

Braggart: If the foe was temporarily immune to your Demoralize, their temporary immunity ends.

Fencer: The foe is Flat-Footed until your next turn.

Gymnast: If the foe is Grabbed, Restrained, or Prone, you gain a circumstance bonus to the damage roll equal to twice the number of weapon damage dice.

Wit: The foe takes a –2 circumstance penalty to attack rolls against you until the start of your next turn.

Exhort the Faithful

30th July 2020 at 1:08pm
Feat General Skill

Prerequisites Follower of a specific religion.

Your knowledge of the tenets of your faith gives you insight into the best ways to get others of your faith to help you or to follow your directions.

When you Request something of or Coerce members of your own faith, you can attempt a Religion check instead of Diplomacy or Intimidation, and you gain a +2 circumstance bonus to the check.

On a critically failed attempt to make a Request, the target’s attitude toward you doesn’t worsen.

Feat Type Skill
Level2
Skill Religion
RequirementE
Requires

Expand Emanation

3rd August 2020 at 7:19pm
Action Concentrate Implied

This action is implied by the text of multiple spells.

Bane: Once per turn, starting the turn after you cast bane, you can use a single action, which has the Concentrate trait, to increase the emanation’s radius by 5 feet and force enemies in the area that weren’t yet affected to attempt another saving throw.

Bless: Once per turn, starting the turn after you cast bless, you can use a single action, which has the Concentrate trait, to increase the emanation’s radius by 5 feet.

Pied Piping: Once per turn, you can spend a single action, which has the Concentrate trait, to increase the emanation’s radius by 5 feet.

Reaper's Lantern: Once per turn, starting on the turn after you cast reaper’s lantern, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. When you do so, you force creatures in the area that haven’t yet attempted a save against reaper’s lantern to attempt one.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Expanded Domain Initiate

31st July 2020 at 8:12pm
Class Cleric Feat

You have long venerated one of your deity’s lesser-known aspects.

Select one domain from your deity’s alternate domains.

You gain access to that domain and an initial domain spell for that domain.

Feat Type Class
Level4
RequiresDomain Initiate
ClassCleric

Expanded Splash

30th July 2020 at 8:52pm
Alchemist Class Feat

Prerequisite Calculated Splash.

The particularly volatile compounds that you brew into your bombs result in them creating especially large and powerful explosions.

When you throw an alchemical bomb and that bomb has the Splash trait, you can add your Intelligence modifier to the bomb’s usual splash damage, and it deals splash damage to every creature within 10 feet of the target.

Feat Type Class
Level10
RequiresCalculated Splash
ClassAlchemist

Expeditious Excavation

2nd August 2020 at 11:41pm
Arcane Concentrate Earth Manipulate Primal Somatic Spell Transmutation Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
AreaCube of dirt 5 feet across or smaller
Target
Save Reflex
Duration
Domain

You remove loose dirt, dust, gravel, sand, and the like (though not solid stone) up to the size of a 5-foot cube.

Any Medium or smaller creature standing atop the earth when the spell is cast must attempt a Reflex save or Acrobatics check.

Heightened (+2) The spell can excavate an additional 5-foot cube of earth. If you excavate all four 5-foot cubes beneath a Large creature, it must attempt a Reflex save or Acrobatics check, as above.

Critical Success
SuccessThe creature is unaffected and can choose to either descend the pit without damage or move to the nearest available space of its choice.
FailureThe creature falls Prone in the nearest available space of its choice, or falls into the pit if it prefers.
Critical FailureThe creature falls into the pit excavated by the spell and lands Prone, taking Falling damage as normal.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Expeditious Search

26th July 2020 at 1:47am
Feat General Skill

Prerequisites Master in Perception.

You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can.

When Searching, you take half as long as usual to Search a given area.

This means that while exploring, you double the Speed you can move while ensuring you’ve Searched an area before walking into it (up to half your Speed).

If you’re legendary in Perception, you instead Search areas four times as quickly.

Feat Type Skill
Level7
Skill Perception
RequirementM
Requires

Experienced Professional

26th July 2020 at 1:02am
Feat General Skill

Prerequisites Trained in Lore.

You carefully safeguard your professional endeavors to prevent disaster.

When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure.

If you’re an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.

Feat Type Skill
Level1
Skill Lore
RequirementT
Requires

Experienced Smuggler

6th August 2020 at 5:21pm
Feat General Skill

Prerequisites Trained in Stealth.

You often smuggle things past the authorities.

When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result.

If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers.

This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.

Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.

Feat Type Skill
Level1
Skill Stealth
RequirementT
Requires

Experienced Tracker

26th July 2020 at 1:04am
Feat General Skill

Prerequisites Trained in Survival.

Tracking is second nature to you, and when necessary you can follow a trail without pause.

You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.

Feat Type Skill
Level1
Skill Survival
RequirementT
Requires

Explode Reflective Scales

3rd August 2020 at 12:05am
Action Concentrate Implied Manipulate

Implied by Reflective Scales.

As a 2-action activity that has the Concentrate and Manipulate traits, you can explode your scales outward in a 20-foot radius around you.

Actions 2
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Exploitive Bomb

23rd July 2020 at 9:44pm
Action Additive Alchemist Class Feat Free

Additive 2.

Frequency once per round.

Trigger You craft an alchemical bomb using Quick Alchemy that’s at least 2 levels lower than your advanced alchemy level.

You mix a substance into the bomb to foil resistances.

The bomb reduces any resistance the enemy has to its damage type by an amount equal to your level, but only for that attack.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level16
Requires
ClassAlchemist
AdditiveOne per alchemy item, increases item level by the given amount.

Express Rider

30th July 2020 at 1:32am
Exploration Feat General Move Skill

You know how to encourage your mount to cover ground quickly.

When calculating your Travel Speed for the day while mounted, you can attempt a Nature check to Command an Animal to increase your mount’s travel speed.

The DC is determined by the GM, but is typically based on the mount’s level or the difficulty of the environment, whichever is harder.

On a success, increase your mount’s travel speed by half.

This has no effect on your mount’s movement in encounters.

Feat Type Skill
Level1
Skill
RequirementT
Requires
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
ImmobilizedMoveCan't move.

Extend Elixir

23rd July 2020 at 9:30pm
Alchemist Class Feat

Integrating your own personal energy into the elixirs you create causes them to affect you for longer.

When you consume one of your alchemical items that has the Elixir and Infused traits and a duration of 1 minute or longer, that elixir’s duration is doubled.

Feat Type Class
Level12
Requires
ClassAlchemist
Eternal ElixirExtend ElixirAllows an elixir to last indefinately.

Extend Spell

7th August 2020 at 7:38pm
Concentrate Divination Focus Spell Metamagic Sorcerer Spell Uncommon Verbal

Level3
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
Domain

You call upon your blood’s knowledge of the ancients to extend your magic.

If your next action is to Cast a Spell with a duration of 1 minute on a single target, and the spell isn’t of the highest spell level you can cast, the spell instead lasts 10 minutes.

You can have only one active spell at a time extended in this way.

Possible Spells: Air Bubble, Bit of Luck, Blister, Blur, Circle of Protection, Cloak of Colors, Cloak of Shadow, Confusion, Countless Eyes, Dismantle, Feather Fall, Haste, Healer's Blessing, Impaling Spike, Knock, Magic Fang, Magic Stone, Magic Weapon, Malignant Sustenance, Mask of Terror, Moon Frenzy, Paranoia, Phantom Pain, Possession (Spell), Precious Metals, Primal Herd, Protection (Spell), Ray of Enfeeblement, Regenerate, Resilient Sphere, Sanctuary, Shattering Gem, Shillelagh, Silence, Slow, Soothe, Synesthesia, Tether, Touch of Idiocy, Touch of the Moon,

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
MetamagicYou must use this immediately before casting a spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
ChromaWall57DivinationBlocked by Indigo wall.

Eye for Numbers

30th July 2020 at 1:33am
Feat General Skill

You’ve learned to subitize, quickly estimating the number of items in a group with relative accuracy at only a glance.

You immediately learn the number of visually similar items in a group you can see (such as coins, books, or people), rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn’t know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all.

You can use this ability only on items that can typically be counted, so you can’t use it on grains of sand or stars in the sky, for example.

In addition, when you attempt to Decipher Writing that is primarily numerical or mathematical, you gain a +2 circumstance bonus to your check.

Feat Type Skill
Level1
Skill Society
RequirementT
Requires

Eye of the Arclords

4th August 2020 at 9:46pm
Feat General Skill Uncommon

This feat has special background requirements described in the Lost Omens World Guide.

You open an incandescent third eye upon your forehead.

The eye can remain open for 1 minute, and you can close it before then with a single action with the Concentrate trait. It can remain open for 2 minutes if you’re a master in Arcana, or 5 minutes if you’re legendary.

While the eye is open, you gain the following benefits:

After your third eye closes, you are Dazzled for an amount of time equal to how long you had it open.

Feat Type Skill
Level2
Skill Arcana
RequirementE
RequiresArcane Sense
UncommonYou can't normally gain this by character advancement.

Fabricated Truth

22nd July 2020 at 9:01pm
Concentrate Enchantment Incapacitation Manipulate Material Mental Occult Somatic Spell Verbal

Level10
Components Material Somatic Verbal
Cast Time
Range100 feet
Area
TargetUp to 5 creatures
Save Will
DurationVaries
Domain

Choose a single statement you want the targets to believe. The fact could be narrow, such as “a dragon is circling overhead and wants to kill me”; wide-reaching, such as “all humanoids are disguised abominations”; or conceptual, such as “if I don’t live a kinder life, I’ll be punished in the afterlife.”

The targets’ experiences color how they react to this “truth” and how their behavior changes. If the statement changes what they perceive, they treat the change as a sudden revelation.

The effect of the spell depends on the targets’ Will saves.

If a target is already subject to fabricated truth, your spell tries to Counteract it. If the counteract check fails, the outcome of the target’s saving throw can’t be worse than a success.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target doesn’t believe the statement, and it knows you tried to trick it.
SuccessThe target doesn’t believe the statement or realize you tried to trick it.
FailureThe target believes the statement for a duration of 1 week.
Critical FailureThe target believes the statement with unlimited duration.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Face in the Crowd

5th August 2020 at 8:29pm
Cleric Focus Spell Illusion Manipulate Somatic Spell Uncommon Visual

Level1
Components Somatic 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 minute
DomainCities

While in a crowd of roughly similar creatures, your appearance becomes bland and nondescript.

You gain a +2 status bonus to Deception and Stealth checks to go unnoticed among the crowd, and you ignore Difficult Terrain caused by the crowd.

Heightened (3rd) The spell gains a range of 10 feet and can target up to 10 creatures.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VisualThis works only against creatures that can see it and are not Blinded.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.

Faerie Dust

7th August 2020 at 7:41pm
Concentrate Enchantment Focus Spell Manipulate Mental Somatic Sorcerer Spell Uncommon Verbal

Level1
Components Somatic Verbal 1 Focus Point
Cast Time
Range30 feet
Area5 foot Burst or more
Target
Save Will
Duration1 round
Domain

You sprinkle magical dust in the spell’s area, making those within easier to trick.

Each creature in the area must attempt a Will save.

For each additional action you use Casting the Spell, the burst’s radius increases by 5 feet. No matter how many actions you use, the spell has Somatic and Verbal components.

Heightened (+3) The initial radius increases by 5 feet.

Critical Success
SuccessThe creature is unaffected.
FailureThe creature can’t use Reactions and takes a –2 status penalty to Perception checks and Will saves.
Critical FailureAs failure, and the creature also takes a –1 status penalty to Perception checks and Will saves for 1 minute.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Faerie Fire

6th August 2020 at 12:00am
Concentrate Divine Evocation Light Manipulate Occult Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range120 feet
Area10 foot Burst
Target
Save
Duration5 minutes
Domain

All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration.

Visible creatures can’t be Concealed while affected by faerie fire.

If the creatures are Invisible, they are Concealed while affected by faerie fire, rather than being Undetected.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Falling

1st August 2020 at 8:32pm
Rule

When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land.

Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage).

If you take any damage from a fall, you land Prone.

You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.

You can Grab an Edge as a reaction to reduce the damage from some falls.

In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in.

The effective reduction can’t be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).

If you land on a creature, that creature takes half the bludgeoning damage you did, but with a basic DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.

A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature.

Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal.

Land on your FeetFallingTake half damage and don't land Prone.
Skyborn TenguFallingTake no falling damage.

False Life

25th July 2020 at 3:44pm
Arcane Concentrate Manipulate Necromancy Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration8 hours
Domain

You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.

Heightened (+1) The temporary Hit Points increase by 3.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

False Vision

22nd July 2020 at 9:09pm
Arcane Concentrate Illusion Manipulate Material Occult Somatic Spell Uncommon Verbal

Level5
Components Material Somatic Verbal
Cast Time
RangeTouch
Area100 foot Burst
Target
Save
DurationUntil the next time you make your daily preparations
Domain

You create a false image that fools any attempts to scry on an area.

Any Scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area.

You can Sustain the Spell each round to change the illusion as you desire, including playing out a complex scene.

If the scrying spell is of a higher level than false vision, the scryer can attempt a Perception check to disbelieve the illusion, though even if they’re successful, they can’t learn what’s truly going on in the area.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingIllusionRolls automatic Counteract check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Familiar (Feat)

11th July 2020 at 7:15pm
Ability Class Feat Wizard

You make a pact with creature that serves you and assists your spellcasting.

You gain a Familiar.

Feat Type Class
Level1
Requires
ClassWizard

Familiar's Face

1st August 2020 at 5:01pm
Arcane Divination Divine Manipulate Material Occult Primal Scrying Somatic Spell

Level3
Components Somatic Material
Cast Time
Range1 mile
Area
Target1 Willing creature that is your Animal Companion or Familiar
Save
DurationSustained
Domain

You don’t need line of sight or line of effect to your target when you Cast this Spell.

The target becomes a scrying sensor, allowing you to see through its eyes, smell what it smells, and similarly use its other senses.

If you can cast a spell with the Revelation trait that affects your senses, such as See Invisibility, while this spell is active, you gain the benefit of the spell through the target’s senses instead of your own.

You can also speak through the target, with a voice much like yours, though it takes on some of the timbre and character of the target’s growls or squawks.

You can use Command an Animal on the target as part of Sustaining this Spell.

ArcaneThis spell can be identified using Arcana.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Family

4th August 2020 at 9:11pm
Domain

You aid and protect your family and community more effectively.

Basic Domain Spell: Soothing Words

Advanced Domain Spell: Unity

Far Lobber

7th July 2020 at 12:55am
Ability Alchemist Class Feat

You’ve learned how to throw a longer distance.

When you throw an alchemical bomb, it has a range increment of 30 feet instead of the usual 20 feet.

Feat Type Class
Level1
Requires
ClassAlchemist

Farmhand

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesConstitution Wisdom
SkillAthletics
LoreFarming
FeatAssurance (Athletics)

Fascinated

7th July 2020 at 12:23am
Condition

You are compelled to focus your attention on something, distracting you from whatever else is going on around you.

You take a –2 status penalty to Perception and skill checks.

You can’t use actions with the Concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to Seek and Recall Knowledge about the subject, but you likely couldn’t cast a spell targeting a different creature.

This condition ends if a creature uses hostile actions against you or any of your allies.

You're fascinated if you're Reading someone's Lips (using the feat).

Fascinating Performance

26th July 2020 at 1:04am
Feat General Skill

Prerequisites Trained in Performance.

When you Perform, compare your result to the Will DC of one observer.

If you succeed, the target is Fascinated by you for 1 round.

If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the Incapacitation trait. This means it is impossible to fascinate a creature higher level than you.

You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.

If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time.

Feat Type Skill
Level1
Skill Performance
RequirementT
Requires

Fast Healing

3rd August 2020 at 7:14pm
Ability

A creature with this ability regains the given number of Hit Points each round at the beginning of its turn.

Fast Movement

23rd July 2020 at 10:48pm
Barbarian Class Feat

Your rage is a frenzy of rapid movements.

While you are raging, you gain a +10-foot status bonus to your Speed.

Feat Type Class
Level4
Requires
ClassBarbarian

Fast Recovery

26th July 2020 at 1:48am
Feat General

Prerequisites Constitution 14.

Your body quickly bounces back from afflictions.

You regain twice as many Hit Points from resting.

Each time you succeed at a Fortitude save against an ongoing Disease or Poison, you reduce its stage by 2, or by 1 against a virulent disease or poison.

Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison.

In addition, you reduce the severity of your Drained condition by 2 when you rest for a night instead of by 1.

Feat Type General
Level1
Requires

Fatal

7th July 2020 at 12:39am
Weapon Trait

The fatal trait includes a die size.

On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.

Fatal Aria

3rd August 2020 at 6:52pm
Bard Composition Concentrate Death Emotion Enchantment Focus Spell Mental Spell Uncommon Verbal

Level10
Components Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 creature
Save
Duration
Domain

You perform music so perfect that the target may die of joy or sorrow.

Once targeted, the creature becomes temporarily immune for 1 minute.

The effect of the spell depends on the target’s level and current Hit Points.

16th or Lower The target dies instantly.

17th If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes Dying 1.

18th or Higher The target takes 50 damage. If this brings it to 0 Hit Points, it dies instantly.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Fate

4th August 2020 at 9:12pm
Domain

You see and understand hidden inevitabilities.

Basic Domain Spell: Read Fate

Advanced Domain Spell: Tempt Fate

Fatigued

20th July 2020 at 10:48pm
Condition

You’re tired and can’t summon much energy.

You take a –1 status penalty to AC and saving throws (Fortitude, Reflex, Will).

While exploring, you can’t choose an exploration activity.

You recover from fatigue after a full night’s rest.

You become Fatigued if you fail to Subsist in an environment without food or shelter.

You become Fatigued if you Sustain a Spell for more than 10 minutes, unless the spell has a longer maximum duration.

Fear

22nd July 2020 at 9:11pm
Arcane Concentrate Divine Emotion Enchantment Fear Manipulate Mental Occult Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
DurationVaries
Domain

You plant fear in the target; it must attempt a Will save.

Heightened (3rd) You can target up to five creatures.

Critical SuccessThe target is unaffected.
SuccessThe target is Frightened 1.
FailureThe target is Frightened 2.
Critical FailureThe target is Frightened 3 and Fleeing for 1 round.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Veil of ConfidenceFearOn fumbled save, spell ends and frightened is 1 greater.
Veil of ConfidenceFearOn fumbled save, spell ends and frightened is 1 greater.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Feast of Ashes

2nd August 2020 at 11:45pm
Arcane Concentrate Curse Manipulate Material Necromancy Occult Primal Somatic Spell Verbal

Level2
Components Somatic Verbal Material
Cast Time
Range30 feet
Area
Target1 living creature
Save Fortitude
Duration1 week
Domain

You curse the target with a hunger no food can sate.

You can Dismiss the spell.

The target must attempt a Fortitude save.

Heightened (+1) The hunger becomes more unbearable, increasing the damage each day by 1d4, or by 2d4 on a critical failure.

Critical SuccessThe creature is unaffected and is temporarily immune for 1 hour.
SuccessThe creature is fatigued for 1 round.
FailureThe creature is immediately afflicted by hunger as if it hadn’t eaten food in days. It becomes fatigued and takes 1d4 damage each day that can’t be healed until it sates its hunger. This is more serious than the normal effect of hunger. No amount of eating can sate the creature’s hunger during the spell’s duration. After the spell’s duration, the creature takes damage from Starvation.
Critical FailureAs failure but the creature takes 2d4 damage each day, twice as much as usual for the hunger caused by this spell.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Feat

7th August 2020 at 7:50pm

General feats are listed below.

Skill feats are listed with Skills and on the page for their particular skill. In most cases, Skill feats can be taken in place of General feats.

Class feats are listed on the page for their particular class.

FeatLevel
A Home in Every Port11
Adopted Ancestry1
Ancestral Paragon3
Armor Proficiency1
Breath Control1
Canny Acumen1
Caravan Leader11
Diehard1
Different Worlds1
Fast Recovery1
Feather Step1
Fleet1
Hireling Manager3
Improvised Repair3
Incredible Initiative1
Incredible Investiture11
Incredible Scout11
Keen Follower3
Numb to Death7
Pick Up the Pace3
Prescient Consumable7
Prescient Planner3
Ride1
Shield Block1
Skitter3
Supertaster7
Thorough Search3
Toughness1
True Perception19
Untrained Improvisation3
Weapon Proficiency1

Feather Fall

25th July 2020 at 12:09am
Abjuration Arcane Concentrate Primal Reaction Spell Verbal

Level1
Components Verbal
Cast Time
Range60 feet
Area
Target1 falling creature
Save
Duration1 minute
Domain

You cause the air itself to arrest a fall.

The target’s fall slows to 60 feet per round, and the portion of the fall during the spell’s duration doesn’t count when calculating Falling damage.

If the target reaches the ground while the spell is in effect, it takes no damage from the fall.

The spell ends as soon as the target lands.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
PrimalThis spell can be identified using Nature.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Faerie DustReactionCan't be used while affected.

Feather Step

26th July 2020 at 1:48am
Feat General

Prerequisites Dexterity 14.

You step carefully and quickly.

You can Step into difficult terrain.

Feat Type General
Level1
Requires

FeatSummary

1st August 2020 at 8:38pm

Feat Type
Level
Requires

Feeblemind

24th July 2020 at 11:30pm
Arcane Concentrate Curse Enchantment Incapacitation Manipulate Mental Occult Somatic Spell Verbal

Level6
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
DurationVaries
Domain

You dramatically reduce the target's mental faculties. The target must attempt a Will save.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target is Stupefied 2 for 1 round.
FailureThe target is Stupefied 4 with an unlimited duration.
Critical FailureThe target's intellect is permanently reduced below that of an animal, and it threats its Charisma,Intelligence, and Wisdom modifiers as -5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM's control.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Feet to Fins

24th July 2020 at 11:33pm
Arcane Concentrate Manipulate Primal Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 willing creature
Save
Duration10 minutes
Domain

The target’s feet transform into fins, improving mobility in the water but reducing it on land.

The target gains a swim Speed equal to its normal land Speed, but its land Speed becomes 5 feet.

Heightened (6th) The spell lasts until the next time you make your daily preparations.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Feint

25th July 2020 at 3:10pm
Action Mental Trained

Requirements You are within melee reach of the opponent you attempt to Feint.

With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that opponent’s Perception DC.

Critical SuccessYou throw your enemy’s defenses against you entirely off. The target is Flat-Footed against melee attacks that you attempt against it until the end of your next turn.
SuccessYour foe is fooled, but only momentarily. The target is Flat-Footed against the next melee attack that you attempt against it before the end of your current turn.
Failure
Critical FailureYour feint backfires. You are Flat-Footed against melee attacks the target attempts against you until the end of your next turn.
Actions 1
Time
Free Hands
SkillDeception 
DefensePerception
Tool
Sub-actions
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
FencerFeintGain panache on success.
DeceptionFeint
CharismaDeceptionKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Face in the CrowdDeception+2 status in a crowd.
Safeguard SecretDeception+4 status vs revealing secret.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Fencer

6th August 2020 at 11:32pm
Splat Swashbuckler

You move carefully, feinting and creating false openings to lead your foes into inopportune attacks.

You are trained in Deception.

You gain panache during an encounter whenever you successfully Feint or Create a Diversion against a foe.

Feral Child

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat Choices
Skill
Lore
FeatFeral Child Special

Feral Mutagen

30th July 2020 at 8:52pm
Alchemist Class Feat

Your bestial mutagen brings out the beast lurking within you, granting you especially sharp claws and teeth as well as a ferocious appearance.

Whenever you’re affected by a bestial mutagen, you gain the mutagen’s item bonus to your Intimidation checks. In addition, your claws and jaws are increasingly vicious, and they gain the Deadly d10 trait.

Finally, you can increase the mutagen’s penalty to AC from –1 to –2 and, in exchange, increase the damage die size of your claws and jaws by one step.

Feat Type Class
Level8
Requires
ClassAlchemist

Ferocity

27th June 2020 at 8:49pm
Action Reaction

Trigger The monster is reduced to 0 HP.

The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1.

When it is wounded 3, it can no longer use this ability.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Faerie DustReactionCan't be used while affected.

Fey

25th July 2020 at 5:06pm
Trait

Creatures of the First World are called the fey.

Fey Disappearance

7th August 2020 at 7:45pm
Enchantment Focus Spell Manipulate Somatic Sorcerer Spell Uncommon

Level3
Components Somatic 1 Focus Point
Cast Time
Range
Area
Target
Save
DurationUntil the end of your next turn
Domain

You become Invisible and ignore natural Difficult Terrain (such as underbrush).

Any Hostile Action you use ends this invisibility, but you still ignore natural difficult terrain.

Heightened (5th) If you use a hostile action, the invisibility doesn’t end.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Feybound

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesCharisma Dexterity
Skill
LoreFey
FeatFey's Fortune

Field Medic

4th August 2020 at 10:38pm
Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesConstitution Wisdom
SkillMedicine
LoreWarfare
FeatBattle Medicine

Field of Life

24th July 2020 at 11:36pm
Concentrate Divine Healing Manipulate Necromancy Positive Primal Somatic Spell Verbal

Level6
Components Somatic Verbal
Cast Time
Range30 feet
Area20-foot Burst
Target
Save
DurationSustained up to 1 minute
Domain

A field of positive energy fills the area, exuding warmth and rejuvenating those within.

Each living creature that starts its turn in the area regains 1d8 Hit Points, and any Undead creature that starts its turn in the area takes 1d8 positive damage.

Heightened (8th) The healing and damage increase to 1d10.

Heightened (9th) The healing and damage increase to 1d12.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Fiend

25th July 2020 at 5:07pm
Trait

Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends.

Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Fiery Body

24th July 2020 at 11:37pm
Arcane Concentrate Fire Manipulate Polymorph Primal Somatic Spell Transmutation Verbal

Level7
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute
Domain

You become living flame, giving you Fire Immunity, Resistance 10 to precision damage, and Weakness 5 to Cold and to Water .

Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 Fire damage.

Your unarmed attacks deal 1d4 additional fire damage, and your fire spells deal one additional die of fire damage (of the same damage die the spell uses).

You can cast Produce Flame as an Innate Spell; the casting is reduced from 2 actions to 1.

In fire form, you have a fly Speed of 40 feet and don’t need to breathe.

Heightened (9th) Creatures touching you take 4d6 fire damage instead of 3d6, your unarmed attacks deal 2d4 additional fire damage, and you have a fly Speed of 60 feet.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Final Blade Survivor

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Wisdom
SkillDeception
LoreRevolution
FeatCharming Liar

Final Sacrifice

1st August 2020 at 5:05pm
Arcane Concentrate Divine Evocation Fire Manipulate Occult Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 creature with the Minion trait that you summoned or permanently control
Save Reflex
Duration
Domain

You channel disruptive energies through the bond between you and your minion, causing it to violently explode.

The target is immediately slain, and creatures within 20 feet of it take 6d6 fire damage (basic Reflex save).

If the target has the Cold or Water trait, the spell instead deals cold damage and gains the cold trait in place of the fire trait.

If used on a creature that isn’t Mindless , this spell has the Evil trait.

Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an Undead commanded by Command Undead, automatically fails and breaks the controlling effect.

Heightened (+1) The damage increases by 2d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.

FindErrors

6th August 2020 at 12:17am

Spells with no levels

Elemental Toss
SpellFieldTemplate
SpellFieldTemplateFocus

Spells with m-components field not matching tags

Tag but no list entry

Somatic

Verbal

Material

List entry but no tag

Somatic

Embrace the Pit

Verbal

Material

Spells with mismatched action tags

Somatic and no Manipulate

Material and no Manipulate

Manipulate and no Somatic or Material

Verbal and no Concentrate

Concentrate and no Verbal

Skill actions without modifier trees

Eye of the Arclords

Feats with no levels

Broken links

AC
Adamantine
Advanced
Affix a Talisman
Alchemical
Alchemist’s Tools
Anarchic
Anathema
Ancestry Feat
Antidote
Antiplague
Armor
Attack Roll
Axiomatic
Bag of Holding
Bard
Battle Axe
Bludgeoning
Bottled Lightning)
Brawling
Broken Threshold
Brutal Critical
Cantrips
Champion
Chaotic
Cleric
Cloistered Cleric
Cognitive Mutagen
Cold Iron
Command Undead
Concealment
Control Weather
Copper
Craft Philosopher’s Stone
Craftin
Critical Specialization
Critical Specialization Effect
Cube
Curse
Deadly Simplicity
Disguise Kit
Disrupting
Divine Font
Domain Initiate
Downtime
Drain Bonded Item
Drain Familiar
Druid
Elemental Shape
Elite
Elixir of Life
Elixir of Rejuvenation
Emotion
Escapes
Evil
Exploration
Fall
Familiar
Flaming
Flanked
Flurry of Blows
Formula
Free
Gallop
Gargantuan
Ghost Touch
Gold
Good
Greater Cover
Greater Striking
Hand of the Apprentice
Hardness
Hazardous Terrain
Healer's Tools
Healer’s Tools
Heavy Armor
Hit Point
Hit Points
Holy
Holy Water
Huge
Immunity
Initiative
Innate Spell
Insect Shape
Invested
Iron
Juggernaut Mutagen
Lantern
Large
Lawful
Lesser Acid Flask
Lesser Alchemist’s Fire
Lesser Antidote
Lesser Antiplague
Lesser Bestial Mutagen
Lesser Bottled Lightning
Lesser Bullheaded Mutagen
Lesser Cognitive Mutagen
Lesser Juggernaut Mutagen
Lesser Liquid Ice
Lesser Quicksilver Mutagen
Lesser Silvertongue Mutagen
Lesser Tanglefoot Bag
Lesser Thunderstone
Light Armor
Line of Effect
Lip Reading
Magical
Major Striking
Martial
Medium Armor
Medusa
Misfortune.
Mithral
Monk
Multiple Attack Penalty
Orichalcum
Performane
Philosopher’s Stone
Pick
Plant Shape
Poison Weapon
Poisons
Possession
Precise Finisher
Precision
Quicksilver Mutagen
Range Increment
Rare
Rarity Modifier
Reaction
Recovery Check
Repair Kit
Resistance
Rod of Cancellation
Rune
School
Secret
Serene Mutagen
Silver
Silvertongue Mutagen
Simple
Slashing
Snare
Soaring Shape
Sorcerer
Speed
Sphere of Annihilation
Steel
Strikes
Striking
Stupefied 1
Surprise Attack
Sustain an Activation
Thieves’ Tools
TiddlyWiki
Trained
Travel Speed
Uncommon
Underworld Connections
Underworld Lore
Unholy
Virtuoso
Warhammer
Warpriest
Weakness
Whirlwind Strike
Wizard

Finesse

25th July 2020 at 4:55pm
Weapon Trait

You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon.

You still use your Strength modifier when calculating damage.

Finesse is only listed for monster's Strikes if they normally choose to use their Dexterity modifier.

Finger of Death

6th August 2020 at 12:00am
Concentrate Death Divine Manipulate Necromancy Primal Somatic Spell Verbal

Level7
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 living creature
Save Fortitude
Duration
Domain

You point your finger toward the target and speak a word of slaying.

You deal 70 Negative damage to the target with a basic Fortitude save.

If the damage from finger of death reduces the target to 0 Hit Points, the target dies instantly.

Heightened (+1) The damage increases by 10.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Finisher

6th August 2020 at 11:48pm
Trait

Finishers are spectacular finishing moves that use your Panache.

You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher.

Once you use a finisher, you can’t use actions that have the Attack trait for the rest of your turn.

Some actions with the finisher trait also grant an effect on a failure. Effects added on a failure don’t apply on a critical failure.

If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance.

Eternal ConfidenceFinisherCan use Confident Finisher's failure effect automatically and free.
Exemplary FinisherFinisherAdds style bonus effect to finishing strikes.

Fire

25th July 2020 at 5:07pm
Trait

Effects with the fire trait deal fire damage or either conjure or manipulate fire.

Those that manipulate fire have no effect in an area without fire.

Creatures with this trait are primarily constituted of fire or have a magical connection to that element.

ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.

Fire (Domain)

4th August 2020 at 9:12pm
Domain

You control flame.

Basic Domain Spell: Fire Ray

Advanced Domain Spell: Flame Barrier

Fire in the Hole

30th July 2020 at 1:44pm
Action Reaction

Trigger A creature moves into the hazard’s space.

The bombs attached to an object (via Demolition Charge) explode, dealing the bombs’ damage and splash damage to the inanimate object.

Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object’s Hardness equal to the level of the Alchemist that set the hazard.

Any creatures adjacent to the hazard take the bombs’ splash damage, similarly combined for the purpose of resistances and weaknesses.

Since the alchemist didn’t throw the bombs, Calculated Splash and similar effects don’t apply.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Faerie DustReactionCan't be used while affected.

Fire Ray

5th August 2020 at 8:33pm
Attack Cleric Concentrate Evocation Fire Focus Spell Manipulate Somatic Spell Uncommon Verbal

Level1
Components Somatic Verbal 1 Focus Point
Cast Time
Range60 feet
Area
Target1 creature or object
Save
Duration
DomainFire (Domain)

A blazing band of fire arcs through the air.

Make a spell attack roll.

The ray deals 2d6 Fire damage.

On a critical hit, in addition to double damage, the ray deals 1d4 persistent fire damage.

Heightened (+1) The ray’s initial damage increases by 2d6, and the persistent fire damage on a critical success increases by 1d4.

AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.

Fire Seeds

24th July 2020 at 11:41pm
Concentrate Evocation Fire Manipulate Plant Primal Somatic Spell Verbal

Level6
Components Somatic Verbal
Cast Time
Range
Area
Target
Save Reflex
Duration1 minute
Domain

Four acorns grow in your hand, their shells streaked with pulsing red and orange patterns.

You or anyone else who has one of the acorns can toss it up to 30 feet with an Interact action.

It explodes in a 5-foot Burst, dealing 4d6 fire damage with a basic Reflex save.

The save uses your spell DC, even if someone else throws the acorn.

Flames continue to burn on the ground in the burst for 1 minute, dealing 2d6 fire damage to any creature that enters the flames or ends its turn within them.

A creature can take damage from the continuing flames only once per round, even if it’s in overlapping areas of fire created by different acorns.

When the spell ends, any remaining acorns rot and turn to ordinary soil.

Heightened (8th) The burst’s damage increases to 5d6, and the continuing flames damage increases to 3d6.

Heightened (9th) The burst’s damage increases to 6d6, and the continuing flames damage increases to 3d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Fire Shield

24th July 2020 at 11:43pm
Arcane Concentrate Evocation Fire Manipulate Primal Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute
Domain

You wreathe yourself in ghostly flames, gaining Cold Resistance 5.

Additionally, adjacent creatures that hit you with a melee attack, as well as creatures that touch you or hit you with an unarmed attack, take 2d6 fire damage each time they do.

Heightened (+2) The cold resistance increases by 5, and the fire damage increases by 1d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Fireball

24th July 2020 at 11:53pm
Arcane Concentrate Evocation Fire Manipulate Primal Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
Range500 feet
Area20 foot Burst
Target
Save Reflex
Duration
Domain

A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage with a basic Reflex save.

Heightened (+1) The damage increases by 2d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Fishseeker Shoony

6th August 2020 at 5:05pm
Heritage Shoony

If you roll a success on an attempt to Grab an Edge, you get a critical success instead; if you roll a critical failure, you get a failure instead. A creature that rolls a failure on a check to Disarm you gets a critical failure instead.

Flame Barrier

5th August 2020 at 8:39pm
Abjuration Cleric Concentrate Focus Spell Reaction Spell Uncommon Verbal

Level4
Components Verbal 1 Focus Point
Cast Time
Range60 feet
Area
TargetThe creature that could take fire damage
Save
Duration
DomainFire (Domain)

Trigger An effect would deal Fire damage to either you or an ally within range.

You swiftly deflect incoming flames. The target gains fire resistance 15 against the triggering effect.

Heightened (+2) The resistance increases by 5.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Faerie DustReactionCan't be used while affected.

Flame Strike

24th July 2020 at 11:56pm
Concentrate Divine Evocation Fire Manipulate Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
Range120 feet
Area10-foot radius, 40-foot-tall cylinder
Target
Save Reflex
Duration
Domain

You call a rain of divine fire that plummets down from above, dealing 8d6 fire damage with a basic Reflex save.

Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance.

Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better.

Heightened (+1) The damage increases by 2d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Flaming Sphere

24th July 2020 at 11:58pm
Arcane Concentrate Evocation Fire Manipulate Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range30 feet
Area1 5-foot square
Target
Save Reflex
DurationSustained up to 1 minute
Domain

You create a sphere of flame in a square within range.

The sphere must be supported by a solid surface, such as a stone floor.

The sphere deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save.

On subsequent rounds, you can Sustain this Spell, leaving the sphere in its square or rolling it to another square within range and dealing 3d6 fire damage; each creature in its square must attempt a basic Reflex save.

Creatures that succeed at their save take no damage (instead of half).

Heightened (+1) The damage increases by 1d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Flanking

22nd July 2020 at 9:41pm
Rule

When you and an ally are flanking a foe, it has a harder time defending against you.

A creature is Flat-Footed to creatures that are flanking it.

To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally’s space must pass through opposite sides or opposite corners of the foe’s space.

Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can’t be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a Reach weapon, you use your reach with that weapon for this purpose.

Deny AdvantageFlankingPrevents flat-footed.
ForesightFlankingPrevents flat-footed when flanked.

Flat-Footed

26th June 2020 at 5:37pm
Condition

You’re distracted or otherwise unable to focus your full attention on defense.

You take a –2 circumstance penalty to AC.

Some effects give you the flat-footed condition only to certain creatures or against certain attacks. Others— especially conditions—can make you universally flatfooted against everything. If a rule doesn’t specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say “The target is flat-footed.”

Aquatic CombatFlat-FootedYou're flat-footed when underwater if you don't have a swim speed.
AmphibiousAquatic CombatRemoves -2 penalty on bludgeoning and slashing unarmed strikes.
AquaticAquatic CombatRemoves -2 penalty for bludgeoning and slashing unarmed Strikes.
Underwater MarauderAquatic CombatNot flat-footed and ignore penalties for bludgeoning/slashing.
Come and Get MeFlat-FootedYou're flat-footed after using this in a rage.
FlankingFlat-FootedYou're flat-footed to anyone flanking you.
Deny AdvantageFlankingPrevents flat-footed.
ForesightFlankingPrevents flat-footed when flanked.
InclineFlat-FootedYou're flat-footed while climbing an incline.
Narrow SurfaceFlat-FootedYou're flat footed on a narrow surface.
Steady BalanceNarrow SurfaceMakes you not flat-footed on narrow surfaces.
Nature's EnmityFlat-FootedSwarming creatures can cause flat-footed.
ProneFlat-FootedFlat-footed when Prone.
Nimble CrawlProneIf legendary Acrobatics, not flat-footed while Prone
Uneven GroundFlat-FootedYou're flat-footed on uneven ground.
Steady BalanceUneven GroundMakes you not flat-footed on uneven ground.

Fleeing

26th June 2020 at 5:38pm
Condition

You’re forced to run away due to fear or some other compulsion.

On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using move actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source.

You can’t Delay or Ready while fleeing.

Fleet

30th June 2020 at 10:29am
Feat General

You move more quickly on foot.

Your Speed increases by 5 feet.

Feat Type General
Level1
Requires

Fleet Step

25th July 2020 at 3:59pm
Arcane Concentrate Manipulate Primal Somatic Spell Transmutation Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

You gain a +30-foot status bonus to your Speed.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Flesh to Stone

25th July 2020 at 12:15am
Arcane Concentrate Manipulate Primal Somatic Spell Transmutation Verbal

Level6
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 creature made of flesh
Save Fortitude
DurationVaries
Domain

You try to turn the target’s flesh into stone.

The target must attempt a Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target is Slowed 1 for 1 round.
FailureThe target is Slowed 1 and must attempt a Fortitude save at the end of each of its turns. This ongoing save has the Incapacitation trait (so creatures of higher level promote their saving throws). On a failed save, the slowed condition increases by 1 (or 2 on a critical failure). A successful save reduces the Slowed condition by 1. When a creature is unable to act due to the slowed condition from Flesh to Stone, the creature is petrified permanently. The spell ends if the creature is petrified or the slowed condition is removed.
Critical FailureAs failure, but the target is initially slowed 2.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Floating Disk

25th July 2020 at 12:17am
Arcane Concentrate Conjuration Force Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration8 hours
Domain

A disk of magical force materializes adjacent to you.

This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground.

It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface).

Any objects atop the disk fall to the ground when the spell ends.

The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ForceStopped by Yellow wall.

Flourish

27th June 2020 at 11:31pm
Trait

Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.

Fly

4th July 2020 at 7:19pm
Action Move

Requirements You have a fly Speed.

You move through the air up to your fly Speed.

Moving upward (straight up or diagonally) uses the rules for moving through Difficult Terrain.

You can move straight down 10 feet for every 5 feet of movement you spend.

If you Fly to the ground, you don’t take Falling damage.

You can use an action to Fly 0 feet to hover in place.

If you’re airborne at the end of your turn and didn’t use a Fly action this round, you fall.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ImmobilizedMoveCan't move.

Fly (Spell)

25th July 2020 at 12:19am
Arcane Concentrate Manipulate Occult Primal Somatic Spell Transmutation Verbal

Level4
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration5 minutes
Domain

The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.

Heightened (7th) The duration increases to 1 hour.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Focus

27th June 2020 at 11:13pm

A focus is an object that funnels the magical energy of the spell.

The spell gains the Manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.

As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.

You can't retrieve or stow a Focus component in the same action as Casting the Spell if you're substituting the Focus component for another type of component.

Foci tend to be expensive, and you need to acquire them in advance to Cast the Spell.

Focus Spell

31st July 2020 at 7:25pm
Rule

Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source.

You can learn focus spells only through special class features or feats, rather than choosing them from a spell list.

Furthermore, you cast focus spells using a special pool of Focus Points—you can’t prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can’t spend your Focus Points to cast spells that aren’t focus spells.

Even some classes that don’t normally grant spellcasting, such as the Champion and Monk, can grant focus spells.

Focus spells are automatically heightened to half your level rounded up, just like cantrips are.

You can’t cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.

Casting any of your focus spells costs you 1 Focus Point.

You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.

You replenish all the Focus Points in your pool during your daily preparations. You can also use the Refocus activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.

Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1.

Your focus pool can’t have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number.

Foil Senses

26th July 2020 at 1:05am
Feat General Skill

Prerequisites Master in Stealth.

You are adept at foiling creatures’ special senses and cautious enough to safeguard against them at all times.

Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses.

Feat Type Skill
Level7
Skill Stealth
RequirementM
Requires

Follow the Expert

22nd July 2020 at 10:13pm
Activity Auditory Concentrate Exploration Visual

Choose an ally attempting a recurring skill check while exploring, such as Climbing, or performing a different exploration tactic that requires a skill check (like Avoid Notice).

The ally must be at least an expert in that skill and must be willing to provide assistance.

While Following the Expert, you match their tactic or attempt similar skill checks.

Thanks to your ally’s assistance, you can add your level as a proficiency bonus to the associated skill check, even if you’re untrained.

Additionally, you gain a circumstance bonus to your skill check based on your ally’s proficiency (+2 for expert, +3 for master, and +4 for legendary).

A skilled character can help out less skilled allies who choose to Follow the Expert. This is a good way to help a character with a low Stealth modifier sneak around, get a character with poor Athletics up a steep cliff, and so on.

Usually, a character who is Following the Expert can’t perform other exploration activities or follow more than one person at a time.

AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
VisualThis works only against creatures that can see it and are not Blinded.
Keen FollowerFollow the ExpertGain bonus for one better than your ally's skill level.
Lead ClimberFollow the ExpertExpert Climber can pull you up if you fail.
Quiet AlliesFollow the ExpertFollowing Stealth expert with this, make one roll as a group.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.

Forager

26th July 2020 at 1:06am
Feat General Skill

Prerequisites Trained in Survival.

While using Survival to Subsist, if you roll any result worse than a success, you get a success.

On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.

Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.

Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.

Feat Type Skill
Level1
Skill Survival
RequirementT
Requires

Forbidding Ward

25th July 2020 at 12:21am
Abjuration Cantrip Concentrate Divine Manipulate Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 ally and 1 enemy
Save
DurationSustained up to 1 minute
Domain

You ward an ally against the attacks and hostile spells from the target enemy.

The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects.

Heightened (6th) The status bonus increases to +2.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Force Cage

6th August 2020 at 12:09am
Arcane Concentrate Evocation Force Manipulate Material Occult Somatic Spell Verbal

Level7
Components Somatic Verbal Material
Cast Time
Range30 feet
Area1 cube 20 feet on each side
Target
Save Reflex
DurationSustained up to 1 minute
Domain

You create an immobile, invisible prison of sheer force.

The cage is a 20-foot cube made of bands of force, each a half inch thick and a half inch apart, that extend to the Ethereal Plane.

Each creature in the area where you create the cage must attempt a Reflex save. If such a creature fails, it becomes trapped inside the cage. If it succeeds, it’s pushed outside the cage into a space of its choice. If a creature in the area is too big to fit inside the prison, the spell automatically fails.

The cage has AC 10, Hardness 20, and 40 Hit Points, and it’s immune to critical hits and precision damage.

A creature capable of passing through the space between the bars (typically a Tiny creature) can leave; all others are confined within.

Attacks with a weapon too large to fit between the bars can’t pass through the cage, and the bars provide standard Cover even against attacks that can pass through the gaps. Spells and breath weapons can pass through the cage uninhibited.

Force cage is immune to Counteracting effects of its level or lower, but it is automatically destroyed by a Disintegrate spell of any level, or by contact with a Rod of Cancellation or Sphere of Annihilation.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ForceStopped by Yellow wall.

Force Open

20th July 2020 at 10:44pm
Action Attack Untrained

Using your body, a lever, or some other tool, you attempt to forcefully open a door, window, container or heavy gate. With a high enough result, you can even smash through walls.

Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open.

Critical SuccessYou open the door, window, container, or gate and can avoid damaging it in the process.
SuccessYou break the door, window, container, or gate open, and the door, window, container, or gate gains the broken condition. If it’s especially sturdy, the GM might have it take damage but not be broken.
Failure
Critical FailureYour attempt jams the door, window, container, or gate shut, imposing a –2 circumstance penalty on future attempts to Force it Open.
Actions 1
Time
Free Hands
SkillAthletics 
Defense
Tool
Sub-actions
AttackThis is affected by Multiple Attack Penalty.
AthleticsForce Open
Athletic RushAthletics+2 status.
Song of StrengthAthletics+1 status on rolls, and DCs against athletics actions.
Inspire HeroicsSong of StrengthPerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.

Forced Movement

2nd August 2020 at 11:50pm
Rule

When an effect forces you to move, or if you start Falling, the distance you move is defined by the effect that moved you, not by your Speed.

Because you’re not acting to move, this doesn’t trigger reactions triggered by movement.

Forced Quiet

6th August 2020 at 6:55pm
Abjuration Cleric Focus Spell Manipulate Material Somatic Spell Uncommon

Level1
Components Somatic Material 1 Focus Point
Cast Time
Range30 feet
Area
Target1 creature
Save Fortitude
Duration
DomainSecrecy

You quiet the target’s voice, preventing it from giving away valuable secrets.

This doesn’t prevent the target from talking or providing verbal spell components, but no creature more than 10 feet away can hear its whispers without succeeding at a Perception check against your spell DC, which might interfere with Auditory or Linguistic effects as well as communication.

The spell’s duration depends on the target’s Fortitude save.

After attempting its save, the target becomes temporarily immune for 24 hours.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Forceful

7th July 2020 at 12:40am
Weapon Trait

This weapon becomes more dangerous as you build momentum.

When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Forensic Acumen

30th July 2020 at 1:36am
Feat General Skill

You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury.

You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes).

If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease.

If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.

The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.

Feat Type Skill
Level1
Skill Medicine
RequirementT
Requires

Foresight

25th July 2020 at 12:28am
Arcane Concentrate Divination Divine Manipulate Mental Occult Prediction Somatic Spell Verbal

Level9
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration1 hour
Domain

You gain a sixth sense that warns you of danger that might befall the target of the spell.

If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a Mental effect.

Due to the amount of information this spell requires you to process, you can’t have more than one foresight spell in effect at a time. Casting foresight again ends the previous foresight.

While foresight is in effect, the target gains a +2 status bonus to Initiative rolls and isn’t Flat-Footed against Undetected creatures or when Flanked.

In addition, you gain the following reaction.

Trigger The target of your Foresight spell defends against a hostile creature or other danger.

If the hostile creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the Fortune trait.

If the hostile creature or danger is rolling against the target (an attack roll or skill check, for example), that hostile creature or danger rolls twice and uses the lower result, and this spell gains the Misfortune trait.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Forge Dwarf

1st August 2020 at 8:29pm
Dwarf Heritage

You gain Fire resistance equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme heat becomes severe, and so on).

Forgotten Lines

6th August 2020 at 12:29am
Arcane Concentrate Divination Divine Manipulate Occult Rare Somatic Spell Verbal

This spell has special plot requirements that are described in Age of Ashes 3: Tomorrow Must Burn.

Level4
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 text or remnants thereof
Save
Duration
Domain

You learn one piece of information that was removed from the target text after its creation.

You can instead learn one piece of information from a text that had been destroyed, but you must have a fragment of the text, such as a piece of the cover, a page, or even a clasp or metal fittings.

Heightened (6th) The spell reconstructs all missing information regarding a specific topic of your choice.

Heightened (9th) The spell also reveals information the writer self-censored and didn’t commit to paper.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
RareYou can't gain this unless a plot gives it to you.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Fortitude

12th July 2020 at 5:42pm
Save
Arcane CountermeasureFortitude+2 status vs target spell.
Bit of LuckFortitudeAllows best of 2 rolls.
Blunt SnoutFortitudePromote all vs inhaled or olfactory.
Breath ControlFortitudeGives +1 circumstance and promotion to saves against inhaled threats.
Call on Ancient BloodFortitude+1 circumstance vs magic.
ConstitutionFortitudeKey ability for this save.
DrainedConstitutionReduces Constitution by the condition value.
Fast RecoveryDrainedIncreases the effectiveness of saves.
FrightenedConstitutionReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedConstitutionReduces Constitution by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Counter PerformanceFortitudeCan use Performance result instead.
Death Warden DwarfFortitudePromotes success to critical vs necromancy.
Divine AuraFortitudeGives +1/+2 status.
Divine VesselFortitudeGives +1 status bonus against spells.
FatiguedFortitudeGives -1 status to saves.
Forbidding WardFortitudeGives +1/+2 status against a specific enemy.
FrightenedFortitudeReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
Greater JuggernautFortitudePromotes fumbles. Half damage on failure.
Inspire CourageFortitude+1 status vs fear.
Inspire HeroicsInspire CouragePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Inspire DefenseFortitude+1 status.
Inspire HeroicsInspire DefensePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Jinxed TenguFortitudePromote successes vs curse or misfortune.
JuggernautFortitudePromotes successes.
Mage ArmorFortitudeGives +1/+2/+3 item bonus.
Magic's VesselFortitude+1 status.
Mind BlankFortitudeGives +4 status vs mental effects.
Penumbral ShroudFortitude+1 status vs Light.
Phantom SteedFortitudePhantom Steeds fail all saves.
Poison ResistanceFortitudeGives +1 status vs poisons.
Protection (Spell)FortitudeGives +1 status vs named alignment.
Rock DwarfFortitude+2 circumstance vs being knocked prone.
Safeguard SecretFortitude+4 status vs revealing secret.
Sanctified GroundFortitudeGives +1 status against named creatures.
Shaped ContainmentFortitude+2 status vs your inhaled poisons.
SootheFortitudeGives +2 status vs Mental.
Spirit SenseFortitude+1 status vs haunts and spirits.
Superstition InstinctFortitude+2 status vs magic.
Tempt FateFortitude+1/2 status, promote successes, demote fails.
Terrifying ResistanceFortitude+1 circumstance against spells by enemies you demoralized.
Touch of the MoonFortitude+1 status when Full or Waning.

Fortune

29th June 2020 at 8:39pm
Trait

A fortune effect beneficially alters how you roll your dice.

You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use.

If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

Fortune Teller

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesCharisma Intelligence
SkillOccultism
LoreFortune-Telling
FeatOddity Identification

Free-Hand

7th July 2020 at 12:40am
Weapon Trait

This weapon doesn’t take up your hand, usually because it is built into your armor.

A free-hand weapon can’t be Disarmed.

You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on.

You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand.

When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand.

Each of your hands can have only one free‑hand weapon on it.

FreeAction

22nd July 2020 at 10:40pm

Freed Slave of Absalom

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Intelligence
SkillSociety
LoreAbsalom
FeatStreetwise

Freedom

4th August 2020 at 9:12pm
Domain

You liberate yourself and others from shackles and constraints.

Basic Domain Spell: Unimpeded Stride

Advanced Domain Spell: Word of Freedom

Freedom of Movement

25th July 2020 at 12:32am
Abjuration Arcane Concentrate Divine Manipulate Primal Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature touched
Save
Duration10 minutes
Domain

You repel effects that would hinder a creature or slow its movement.

While under this spell’s effect, the target ignores effects that would give them a circumstance penalty to Speed.

When they attempt to Escape an effect that has them Immobilized, Grabbed, or Restrained, they automatically succeed unless the effect is magical and of a higher level than the freedom of movement spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Friendly

26th June 2020 at 5:39pm
Condition

This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.

A creature that is friendly to a character likes that character.

The character can attempt to make a Request of a friendly creature, and the friendly creature is likely to agree to a simple and safe request that doesn’t cost it much to fulfill.

If the character or one of their allies uses hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.

Frightened

22nd July 2020 at 11:56am
Condition

You’re gripped by fear and struggle to control your nerves.

The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs.

Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.

Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.

Frightful Presence

6th July 2020 at 11:05pm
Ability Aura Emotion Fear Mental

A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster’s Frightful Presence for 1 minute.

Critical SuccessThe creature is unaffected by the presence.
SuccessThe creature is Frightened 1.
FailureThe creature is Frightened 2.
Critical FailureThe creature is Frightened 4.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
Veil of ConfidenceFearOn fumbled save, spell ends and frightened is 1 greater.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Fungal Hyphae

2nd August 2020 at 11:48pm
Concentrate Fungus Manipulate Necromancy Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

Thin hyphae grow from your feet and plunge into the earth, creating a symbiotic fungal network that attaches to plants within 30 feet and connects you to their root systems.

You gain an imprecise Tremorsense allowing you to sense anything directly touching plants within that distance. If you move, the hyphae snap and the spell ends.

Heightened (4th) You can control plants in the area to a small degree, allowing you to make Strikes with tree branches, exposed roots, or similarly solid plants. To do so, you use a Strike action, but you can Strike any creature you can detect with your tremorsense. These are melee spell attacks that deal 2d8 bludgeoning damage plus your spellcasting ability modifier. Unusual plants, such as thorny vines, might deal a different type of damage at the GM’s discretion.

You can’t make any other attacks through these plants, or take any other actions through them, other than these Strikes.

Heightened (6th) As 4th level, but you can use other simple Manipulate actions through the plants, including having a branch pick an object up or open a door, though more complex actions, such as picking a lock or disabling a trap, remain impossible.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Fungal Infestation

1st August 2020 at 5:13pm
Concentrate Conjuration Manipulate Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area15 foot Cone
Target
Save Fortitude
Duration
Domain

Toxic spores swarm over creatures in the area, causing them to erupt in grotesque fungal growths.

These noxious growths deal 2d6 persistent poison damage, and each creature must attempt a Fortitude save.

Heightened (+2) The persistent damage increases by 2d6, and the weakness increases by 1, or by 2 on a critical failure.

Critical SuccessThe creature is unaffected.
SuccessThe target takes half the persistent poison damage.
FailureThe target takes the full persistent poison damage. While it is taking this persistent poison damage, it has Weakness 1 to Fire and weakness 1 to slashing.
Critical FailureAs failure, but double the persistent poison damage. While it is taking this persistent poison damage, it has weakness 2 to fire and weakness 2 to slashing.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Fungus

25th July 2020 at 5:08pm
Trait

Fungal creatures have the fungus trait.

They are distinct from normal fungi.

Furious Bully

25th July 2020 at 5:48pm
Barbarian Class Feat

You bully foes across the battlefield.

While raging, you gain a +2 circumstance bonus to Athletics checks for Attack actions.

Affected actions are:

Disarm
Force Open
Grapple
Trip
Feat Type Class
Level8
Requires
ClassBarbarian

Furious Finish

23rd July 2020 at 10:35pm
Action Barbarian Class Feat Rage

Desperate to finish the fight, you pour all your rage into one final blow.

Make a Strike.

If it hits, you gain a circumstance bonus to damage equal to the number of rounds remaining in your Rage (maximum 10).

After this Strike, your Rage immediately ends, and you are Fatigued until you rest for at least 10 minutes.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actionsStrike
Feat Type Class
Level2
Requires
ClassBarbarian
RageYou have to be raging to use this.

Furious Sprint

25th July 2020 at 6:05pm
Action Barbarian Class Feat Move Rage

You rush forward.

Stride up to five times your Speed in a straight line.

You can increase the number of actions this activity takes to 3 to Stride up to eight times your Speed in a straight line instead.

Actions 2
Time
Free Hands
Skill
Defense
Tool
Sub-actionsStride
Feat Type Class
Level10
Requires
ClassBarbarian
RageYou have to be raging to use this.
StrideFurious Sprint
Difficult TerrainStrideIncreases the cost of movement.
Agile FeetDifficult TerrainIgnores difficult terrain.
Face in the CrowdDifficult TerrainIgnore if caused by a crowd.
Feather StepDifficult TerrainAllows you to step into difficult terrain.
Fey DisappearanceDifficult TerrainIgnore if natural.
Paddler ShoonyDifficult TerrainIgnore from bogs.
Rock RunnerDifficult TerrainIgnore difficult terrain from rubble, stone and earth.
Show the WayDifficult TerrainReduces penalties for long-term overland travel.
Water SprintStrideWalk across water in a single action.
ImmobilizedMoveCan't move.

Fury Instinct

6th August 2020 at 11:02pm
Barbarian Splat

Your rage comes from a deep and purely personal well within you.

You use your rage as you choose.

You don’t have an anathema or an instinct ability. Instead, you gain an additional 1st-level barbarian feat.

Specialization Ability: Increase the additional damage from Rage from 2 to 6. If you have Greater Weapon Specialization, instead increase the additional damage from Rage to 12.

Raging Resistance: You resist physical weapon damage, but not physical damage from other sources (such as unarmed attacks).

Gambler

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesCharisma Dexterity
SkillDeception
LoreGames
FeatLie to Me

Gaseous Form

7th August 2020 at 2:54am
Arcane Concentrate Manipulate Occult Polymorph Primal Somatic Spell Transmutation Verbal

Level4
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 willing creature
Save
Duration5 minutes
Domain

The target transforms into a vaporous state.

In this state, the target is amorphous and loses any item bonus to AC.

It gains resistance 8 to physical damage and is immune to precision damage.

It can’t cast spells, activate items, or use actions that have the Attack or Manipulate trait.

It gains a fly Speed of 10 feet and can slip through tiny cracks.

The target can Dismiss the spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Gate

25th July 2020 at 2:49pm
Arcane Concentrate Conjuration Divine Manipulate Occult Somatic Teleportation Uncommon Verbal

Level10
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

You tear open a rift to another plane, creating a portal that creatures can travel through in either direction.

This portal is vertical and circular, with a radius of 40 feet.

The portal appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination’s location on the plane and what the destination looks like.

If you attempt to create a gate into or out of the realm of a deity or another powerful being, that being can prevent the gate from forming.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Gather Information

25th July 2020 at 3:17pm
Action Exploration Secret

You canvass local markets, taverns, and gathering places in an attempt to learn about a specific individual or topic.

The GM determines the DC of the Diplomacy check and the amount of time it takes (typically 2 hours, but sometimes more), along with any benefit you might be able to gain by spending coin on bribes, drinks, or gifts.

Critical Success
SuccessYou collect information about the individual or topic. The GM determines the specifics.
Failure
Critical FailureYou collect incorrect information about the individual or topic.
Actions
Time
Free Hands
SkillDiplomacy 
Defense
Tool
Sub-actions
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
SecretThe GM makes the roll for this in secret.
Discreet InquiryGather InformationNo extra time/DC for hiding the topic of inquiry.
Esteemed VisitorGather InformationPromotes fumbles using Diplomacy in a settlement.
HobnobberGather InformationTakes half time and prevents fumbles if Master.
Schooled in SecretsGather InformationUse Occultism for information about cults and sects.
StreetwiseGather InformationCan use Society instead of Diplomacy.
Underground NetworkGather InformationGet information faster from underground contacts.
DiplomacyGather Information
CharismaDiplomacyKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Oathkeeper DwarfDiplomacy+2 circumstance to prove true honesty.

Geb Crusader

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Wisdom
SkillReligion
LoreUndead
FeatStudent of the Canon

General

26th July 2020 at 1:50am

Genie

25th July 2020 at 5:08pm
Trait

The diverse families of genies hold positions of prominence on the Elemental Planes.

They have powerful magical abilities.

Genius Mutagen

30th July 2020 at 8:52pm
Alchemist Class Feat

Specialized tweaks to your formula that supplements your genius considerably broaden the benefits you gain from cognitive mutagens.

When you’re affected by a Cognitive Mutagen, you also gain the mutagen’s item bonus to Deception, Diplomacy, Intimidation, Medicine, Nature, Performance, Religion, and Survival checks.

In addition, you can communicate telepathically with creatures within 60 feet with whom you share a language. The communication is twoway once you establish it, so a creature you contact can also communicate with you.

Feat Type Class
Level16
Requires
ClassAlchemist

Gentle Repose

25th July 2020 at 2:52pm
Arcane Concentrate Divine Manipulate Necromancy Occult Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 corpse
Save
DurationUntil the next time you make your daily preparations
Domain

The targeted corpse doesn’t decay, nor can it be transformed into an undead.

If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, Raise Dead), do not count the duration of gentle repose against that time.

This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.

Heightened (5th) The spell’s duration is unlimited, but the spell takes one more action to cast and requires a material component and a cost (embalming fluid worth 6 gp).

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Ghost

25th July 2020 at 5:08pm
Trait

Lost souls that haunt the world as incorporeal undead are called ghosts.

Ghost Sound

25th July 2020 at 2:54pm
Arcane Auditory Cantrip Concentrate Illusion Manipulate Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target
Save
DurationSustained
Domain

You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting.

The sounds emanate from a square you designate within range.

You can’t create intelligible words or other intricate sounds (such as music).

Heightened (3rd) The range increases to 60 feet.

Heightened (5th) The range increases to 120 feet.

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
True SeeingIllusionRolls automatic Counteract check.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Ghostly Tragedy

1st August 2020 at 5:14pm
Concentrate Divination Divine Manipulate Material Occult Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal Material
Cast Time1 minute
Range
Area60 foot Emanation
Target
Save
Duration10 minutes
Domain

This spell compels local spirits to reenact a violent event of the recent past that you’re aware of and name as you Cast the Spell.

You take the role of the primary victim.

The reenactment plays out the final 9 minutes leading up to the death or injury of the victim and the minute after their death or injury.

The spirits don’t change form, so this doesn’t help determine perpetrators by their look.

Spiritual forms of missing creatures necessary for the event manifest as needed, and missing items appear as shadowy outlines.

Once the scene ends, you take 2d6 Negative damage for each ghostly apparition that participated in the scene (typically equal to the number of creatures involved other than the victim).

Any creature that observed the ghostly recreation, including you, can attempt checks to investigate the event to discover new clues and information.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Ghostly Weapon

25th July 2020 at 2:56pm
Arcane Concentrate Manipulate Occult Somatic Spell Transmutation Verbal

Level3
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 non-magical weapon that is either unattended or wielded by you or a willing ally
Save
Duration5 minutes
Domain

The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects.

It can be wielded by a corporeal or incorporeal creature and gains the effects of the Ghost Touch property rune.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Ghoul Fever

25th July 2020 at 3:04pm
Affliction Disease

Level 3

Stage 1 carrier with no ill effects (1 day);

Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day);

Stage 3 as stage 2 (1 day);

Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day);

Stage 5 as stage 4 (1 day);

Stage 6 the creature dies and rises as a ghoul at the next midnight.

The Fortitude DC is determined by the spell that inflicted this disease.

Ghoulish Cravings

30th July 2020 at 8:58pm
Concentrate Disease Divine Evil Manipulate Necromancy Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save Fortitude
Duration
Domain

You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy; the target must attempt a Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target is afflicted with Ghoul Fever at stage 1.
FailureThe target is afflicted with Ghoul Fever at stage 2.
Critical FailureThe target is afflicted with Ghoul Fever at stage 3.

Level 3

Stage 1 carrier with no ill effects (1 day);

Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day);

Stage 3 as stage 2 (1 day);

Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day);

Stage 5 as stage 4 (1 day);

Stage 6 the creature dies and rises as a ghoul at the next midnight.

The Fortitude DC is determined by the spell that inflicted this disease.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
EvilEvil damage harms only good creatures.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Giant Instinct

6th August 2020 at 11:05pm
Barbarian Splat

Your rage gives you the raw power and size of a giant. This doesn’t necessarily mean you revere giants—you might scoff at them or even aspire to slay them! You could instead seem like a giant to other people due to your exceptional strength or larger-than-life emotions and ego.

Anathema Failing to face a personal challenge of strength is anathema.

Titan Mauler (Instinct Ability): You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to one weapon one size larger than you, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the Clumsy 1 condition because of the weapon’s unwieldy size. You can’t remove this clumsy condition or ignore its penalties by any means while wielding the weapon.

Specialization Ability Increase the damage from Rage when using a larger weapon from 6 to 10; if you have greater weapon specialization, increase it from 10 to 18.

Raging Resistance You resist bludgeoning damage and your choice of Cold , Electricity , or Fire , chosen when you gain raging resistance.

Giant's Stature

23rd July 2020 at 11:26pm
Action Barbarian Feat Instinct Polymorph Primal Rage Transmutation

Prerequisites Giant Instinct.

Requirements You are Medium or smaller.

You grow to incredible size.

You become Large , increasing your reach by 5 feet and gaining the Clumsy 1 condition until you stop raging.

Your equipment grows with you.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type
Level6
Requires
PrimalThis spell can be identified using Nature.
RageYou have to be raging to use this.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Glad-Hand

26th July 2020 at 1:07am
Feat General Skill

Prerequisites Expert in Diplomacy.

First impressions are your strong suit.

When you meet someone in a casual or social situation, you can immediately attempt a Diplomacy check to Make an Impression on that creature rather than needing to converse for 1 minute.

You take a –5 penalty to the check.

If you fail or critically fail, you can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result.

Feat Type Skill
Level2
Skill Diplomacy
RequirementE
Requires

Gladiator

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesCharisma Strength
SkillPerformance
LoreGladiatorial
FeatImpressive Performance

Glean Contents

30th July 2020 at 1:38am
Feat General Skill

You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal.

You can attempt Society checks to Decipher Writing on a message that is only partially glimpsed, upside down or reversed from your perspective, or even sealed.

However, on a critical failure, the recipient is made aware of your efforts (for instance, you damage the seal or disturb the papers in some way).

When using this feat to decipher sealed letters, your attempt to Decipher Writing gains the Manipulate trait.

This feat doesn’t prevent witnesses from noticing your efforts, particularly with sealed letters which you must manipulate directly in order to read; you might need to attempt Deception or Stealth checks to avoid being noticed.

Feat Type Skill
Level1
Skill Society
RequirementT
Requires

Glib Mutagen

23rd July 2020 at 9:36pm
Alchemist Class Feat

Your Silvertongue Mutagen transcends languages and plausibility.

When affected by a silvertongue mutagen you have created, you ignore circumstance penalties to Deception, Diplomacy, Intimidation, and Performance checks.

In addition, your words transcend linguistic barriers; everyone listening to you speak hears your words as if you were speaking in their own language (though you do not actually speak that language, nor does this ability allow you to understand any additional languages).

Feat Type Class
Level14
Requires
ClassAlchemist

Glibness

25th July 2020 at 3:07pm
Concentrate Enchantment Manipulate Mental Occult Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration10 minutes
Domain

Falsehoods pass your lips as smoothly as silk.

You gain a +4 status bonus to Deception checks to Lie and against Perception checks to discern if you are telling the truth, and you add your level even if you’re untrained.

If the implausibility of your lies prompts a circumstance penalty or a DC increase, reduce that penalty or increase by half.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Glimpse the Truth

5th August 2020 at 9:07pm
Cleric Divination Focus Spell Manipulate Revelation Somatic Spell Uncommon

Level4
Components Somatic 1 Focus Point
Cast Time
Range
Area30 foot Emanation
Target
Save
Duration1 round
DomainTruth

Divine insight lets you see things as they truly are.

The GM attempts a Secret Counteract check against each Illusion that is at least partially within the area.

Instead of counteracting the illusion, you see through it (for instance, if the check succeeds against an Illusory Disguise spell, you see the creature’s true form but illusory disguise doesn’t end).

The area moves with you for the duration of the spell, and the GM attempts a secret counteract check each time a new illusion is within the area.

Heightened (7th) You can allow everyone to see through illusions you succeed against, not just yourself.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Glitterdust

25th July 2020 at 3:39pm
Arcane Concentrate Evocation Manipulate Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range120 feet
Area10 foot Burst
Target
Save Reflex
Duration
Domain

Creatures in the area are outlined by glittering dust.

Each creature must attempt a Reflex save.

If a creature has its invisibility negated by this spell, it is Concealed instead of Invisible.

This applies both if the creature was already invisible and if it benefits from new invisibility effects before the end of the invisibility negation effect from this spell.

Critical SuccessThe target is unaffected.
SuccessThe target’s invisibility is negated for 2 rounds.
FailureThe target is Dazzled for 1 minute and its invisibility is negated for 1 minute.
Critical FailureThe target is Blinded for 1 round and dazzled for 10 minutes. Its invisibility is negated for 10 minutes.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Globe of Invulnerability

25th July 2020 at 3:42pm
Abjuration Arcane Concentrate Divine Manipulate Occult Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal
Cast Time
Range
Area10-foot Burst centered on one corner of your space
Target
Save
Duration10 minutes
Domain

You create an immobile globe around yourself that attempts to Counteract any spell from outside the globe whose area or targets enter into the globe, as if the globe were a Dispel Magic spell 1 level lower than its actual spell level.

If the counteract attempt succeeds, it prevents only the portion of the spell that would have entered the globe (so if the spell also has targets outside the globe, or part of its area is beyond the globe, those targets or that area is affected normally).

You must form the sphere in an unbroken open space, so its edges don’t pass through any creatures or objects, or the spell is lost (though creatures can enter the globe after the spell is cast).

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Glyph

4th August 2020 at 9:30pm
Domain

You wield power over written words and symbols.

Basic Domain Spell:

Advanced Domain Spell:

Glyph of Warding

27th July 2020 at 11:15pm
Abjuration Arcane Concentrate Divine Manipulate Material Occult Primal Somatic Spell Verbal

Level3
Components Material Somatic Verbal
Cast Time10 minutes
RangeTouch
Area
Target1 container or a 10-foot-by-10-foot area
Save
DurationUnlimited
Domain

You craft a trap by binding a hostile spell into a symbol.

While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph.

The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area.

You can set a password, a trigger, or both for the glyph.

Any creature that moves, opens, or touches the target container or enters the target area that doesn’t speak the password or that matches the trigger activates the glyph, releasing the harmful spell within.

Once a spell is stored in the glyph, the glyph gains all the traits of that spell.

If the stored spell targets one or more creatures, it targets the creature that set off the glyph.

If it has an area, that area is centered on the creature that set off the glyph.

Glyph of warding’s duration ends when the glyph is triggered.

The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it; both checks require the creature attempting them to be trained in order to succeed.

You can Dismiss glyph of warding.

The maximum number of glyphs of warding you can have active at a time is equal to your spellcasting ability modifier.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Gnome

1st August 2020 at 10:20pm
Ancestry Gnome Humanoid
Base HP8
SizeSmall
Speed25
BoostsConstitution Charisma Free
FlawsStrength
LanguagesCommon Gnomish Sylvan

Special Abilities

Heritages

Level 1 Gnome Feats

Level 5 Gnome Feats

Level 9 Gnome Feats

Level 13 Gnome Feats

Level 17 Gnome Feats

Goblin

1st August 2020 at 10:21pm
Ancestry Goblin Humanoid
Base HP6
SizeSmall
Speed25
BoostsDexterity Charisma Free
FlawsWisdom
LanguagesCommon Goblin

Special Abilities

Heritages

Level 1 Goblin Feats

Level 5 Goblin Feats

Level 9 Goblin Feats

Level 13 Goblin Feats

Level 17 Goblin Feats

Goblin Pox

30th July 2020 at 8:58pm
Arcane Concentrate Disease Manipulate Necromancy Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration
Domain

Your touch afflicts the target with goblin pox, an irritating allergenic rash. The target must attempt a Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target is Sickened 1.
FailureThe target is afflicted with Goblin Pox at stage 1.
Critical FailureThe target is afflicted with Goblin Pox at stage 2.

Goblin Pox (disease); Level 1. Goblins and goblin dogs are immune.

Stage 1 sickened 1 (1 round).

Stage 2 sickened 1 and slowed 1 (1 round).

Stage 3 sickened 1 and the creature can’t reduce its sickened value below 1 (1 day).

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Goblinblood Orphan

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Dexterity
SkillSurvival
LoreGoblin
FeatAssurance

Godless Graycloak

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Agents of Edgewatch Player's Guide.

Stat ChoicesConstitution Wisdom
SkillReligion
Lore
FeatQuick Identification

Godless Healing

31st July 2020 at 7:58pm
Feat General Skill

Prerequisites Can't have a patron deity.

You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you.

After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.

Feat Type Skill
Level2
Skill Medicine
RequirementU
RequiresBattle Medicine

Goodberry

6th August 2020 at 8:59pm
Concentrate Druid Focus Spell Healing Manipulate Necromancy Somatic Spell Uncommon Verbal

Level1
Components Somatic Verbal 1 Focus Point
Cast Time
RangeTouch
Area
Target1 ripe berry
Save
Duration10 minutes
Domain

You imbue the target berry with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity.

A living can eat the goodberry with an Interact action to regain 1d6+4 Hit Points.

A berry not consumed during the duration withers away.

Every six goodberries consumed gives as much nourishment as one square meal for a typical human.

Heightened (+1) You can target an additional berry. A creature can consume any number of goodberries from the same casting with a single Interact action.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Grab

27th June 2020 at 8:55pm
Action

Requirements The monster’s last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.

The monster automatically grabs the target until the end of the monster’s next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can’t be used to Strike creatures until the grab is ended.

Using Grab extends the duration of the monster’s Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.

Grab is a monster ability. The more normal equivalent ability for PCs is Grapple.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Grab an Edge

25th July 2020 at 3:49pm
Action Manipulate Reaction

Trigger You fall from or past an edge or handhold.

Requirements Your hands are not tied behind your back or otherwise restrained.

When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall.

You must succeed at a Reflex save, usually at the Climb DC. If you have Steady Balance, you can make an Acrobatics check instead. If you have Rapid Mantel, you can make an Athletics check instead.

If you grab the edge or handhold, you can then Climb up using Athletics. If you have Rapid Mantel, you can immediately climb onto the surface and stand.

Critical SuccessYou grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.
SuccessIf you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.
Failure
Critical FailureYou continue to fall, and if you’ve fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.
Actions Reaction
Time
Free Hands
SkillReflex 
Defense
Tool
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
Fishseeker ShoonyGrab an EdgePromotes successes and fumbles.
Rapid MantelGrab an EdgeUse Athletics instead of Reflex and clamber up in same action.
Steady BalanceGrab an EdgeCan use Acrobatics instead of Reflex.
ReflexGrab an Edge
Arcane CountermeasureReflex+2 status vs target spell.
Bit of LuckReflexAllows best of 2 rolls.
Blunt SnoutReflexPromote all vs inhaled or olfactory.
Breath ControlReflexGives +1 circumstance and promotion to saves against inhaled threats.
Call on Ancient BloodReflex+1 circumstance vs magic.
Counter PerformanceReflexCan use Performance result instead.
CoverReflexGives +2/+4 circumstance saves against area effects.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
Death Warden DwarfReflexPromotes success to critical vs necromancy.
DexterityReflexKey ability for this save.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Divine AuraReflexGives +1/+2 status.
Divine VesselReflexGives +1 status bonus against spells.
EvasionReflexPromotes successes.
FatiguedReflexGives -1 status to saves.
Forbidding WardReflexGives +1/+2 status against a specific enemy.
Improved EvasionReflexPromotes fumbles, half damage on fail.
Inspire CourageReflex+1 status vs fear.
Inspire HeroicsInspire CouragePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Inspire DefenseReflex+1 status.
Inspire HeroicsInspire DefensePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Jinxed TenguReflexPromote successes vs curse or misfortune.
Mage ArmorReflexGives +1/+2/+3 item bonus.
Magic's VesselReflex+1 status.
Mind BlankReflexGives +4 status vs mental effects.
Mounted CombatReflexYou take -2 circumstance to Reflex when mounted.
Penumbral ShroudReflex+1 status vs Light.
Phantom SteedReflexPhantom Steeds fail all saves.
Poison ResistanceReflexGives +1 status vs poisons.
Protection (Spell)ReflexGives +1 status vs named alignment.
Rock DwarfReflex+2 circumstance vs being knocked prone.
Safeguard SecretReflex+4 status vs revealing secret.
Sanctified GroundReflexGives +1 status against named creatures.
Shaped ContainmentReflex+2 status vs your inhaled poisons.
SootheReflexGives +2 status vs Mental.
Spirit SenseReflex+1 status vs haunts and spirits.
Superstition InstinctReflex+2 status vs magic.
Take CoverReflexCan give a +4 circumstance bonus.
Tempt FateReflex+1/2 status, promote successes, demote fails.
Terrifying ResistanceReflex+1 circumstance against spells by enemies you demoralized.
Touch of the MoonReflex+1 status when Full or Waning.
Tree ShapeReflexAll Reflex saves fail in tree form.
Faerie DustReactionCan't be used while affected.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Grabbed

7th August 2020 at 2:55am
Condition

You’re held in place by another creature, giving you the Flat-Footed and Immobilized conditions.

If you attempt a Manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.

Freedom of MovementGrabbedAllows auto Escape success against lower level effects.

Grand Council Bureaucrat

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Intelligence
SkillSociety
LoreGovernment
FeatGroup Impression

Grapple

20th July 2020 at 10:45pm
Action Attack Weapon Trait

Requirements You have at least one free hand. Your target cannot be more than one size larger than you unless you have Titan Wrestler in which case it can be two or three sizes larger, based on your Athletics.

You attempt to grab an opponent with your free hand. You can also Grapple to keep your hold on a creature you already grabbed.

Attempt an Athletics check against their Fortitude DC.

Critical SuccessYour opponent is Restrained until the end of your next turn unless you move or your opponent Escapes.
SuccessYour opponent is Grabbed until the end of your next turn unless you move or your opponent Escapes.
FailureYou fail to grab your opponent. If you already had the opponent grabbed or restrained using a Grapple, those conditions on that creature end.
Critical FailureIf you already had the opponent grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land Prone.

A weapon with the Grapple trait can be used to Grapple with the Athletics skill even if you don’t have a free hand.

This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check.

If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Actions 1
Time
Free Hands1
SkillAthletics 
DefenseFortitude
Tool
Sub-actions
AttackThis is affected by Multiple Attack Penalty.
Brutal BullyGrappleAdds extra bludgeoning damage when raging.
GreaseGrappleGreased targets get +2 circumstance.
GymnastGrappleGain Panache on success.
Titan WrestlerGrappleCan use on creatures 2-3 sizes larger.
AthleticsGrapple
Athletic RushAthletics+2 status.
Song of StrengthAthletics+1 status on rolls, and DCs against athletics actions.
Inspire HeroicsSong of StrengthPerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
FortitudeGrapple
Arcane CountermeasureFortitude+2 status vs target spell.
Bit of LuckFortitudeAllows best of 2 rolls.
Blunt SnoutFortitudePromote all vs inhaled or olfactory.
Breath ControlFortitudeGives +1 circumstance and promotion to saves against inhaled threats.
Call on Ancient BloodFortitude+1 circumstance vs magic.
ConstitutionFortitudeKey ability for this save.
DrainedConstitutionReduces Constitution by the condition value.
Fast RecoveryDrainedIncreases the effectiveness of saves.
FrightenedConstitutionReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedConstitutionReduces Constitution by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Counter PerformanceFortitudeCan use Performance result instead.
Death Warden DwarfFortitudePromotes success to critical vs necromancy.
Divine AuraFortitudeGives +1/+2 status.
Divine VesselFortitudeGives +1 status bonus against spells.
FatiguedFortitudeGives -1 status to saves.
Forbidding WardFortitudeGives +1/+2 status against a specific enemy.
FrightenedFortitudeReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
Greater JuggernautFortitudePromotes fumbles. Half damage on failure.
Inspire CourageFortitude+1 status vs fear.
Inspire HeroicsInspire CouragePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Inspire DefenseFortitude+1 status.
Inspire HeroicsInspire DefensePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Jinxed TenguFortitudePromote successes vs curse or misfortune.
JuggernautFortitudePromotes successes.
Mage ArmorFortitudeGives +1/+2/+3 item bonus.
Magic's VesselFortitude+1 status.
Mind BlankFortitudeGives +4 status vs mental effects.
Penumbral ShroudFortitude+1 status vs Light.
Phantom SteedFortitudePhantom Steeds fail all saves.
Poison ResistanceFortitudeGives +1 status vs poisons.
Protection (Spell)FortitudeGives +1 status vs named alignment.
Rock DwarfFortitude+2 circumstance vs being knocked prone.
Safeguard SecretFortitude+4 status vs revealing secret.
Sanctified GroundFortitudeGives +1 status against named creatures.
Shaped ContainmentFortitude+2 status vs your inhaled poisons.
SootheFortitudeGives +2 status vs Mental.
Spirit SenseFortitude+1 status vs haunts and spirits.
Superstition InstinctFortitude+2 status vs magic.
Tempt FateFortitude+1/2 status, promote successes, demote fails.
Terrifying ResistanceFortitude+1 circumstance against spells by enemies you demoralized.
Touch of the MoonFortitude+1 status when Full or Waning.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.

Gravity Well

2nd August 2020 at 11:49pm
Arcane Concentrate Evocation Manipulate Occult Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
Range120 feet
Area30 foot radius Burst
Target
Save Reflex
Duration
Domain

You create a sphere of altered gravity.

All creatures and unsecured objects in the area move towards the center, depending on their Reflex saving throws. This follows the rules for Forced Movement.

If there’s not enough space near the center of the sphere, creatures and objects nearer to the center move first, and others move as far as they can without being blocked, up to the amount set by their saving throw outcomes.

Critical SuccessThe creature is unaffected.
SuccessThe creature moves 5 feet toward the center.
FailureThe creature moves 15 feet toward the center.
Critical FailureThe creature moves 30 feet toward the center.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Grease

25th July 2020 at 4:05pm
Arcane Concentrate Conjuration Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area4 contiguous 5 foot squares
Target1 object of 1 Bulk or less
Save Reflex
Duration1 minute
Domain

You conjure grease, with effects based on choosing area or target.

  • Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall Prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
  • Target If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Great Cleave

26th July 2020 at 1:07am
Barbarian Class Feat Rage

Prerequisite Cleave.

Your fury carries your weapon through multiple foes.

When you Cleave, if your Strike also kills or knocks the target unconscious, you can continue to make melee Strikes until you make a Strike that doesn’t kill or knock a creature unconscious, or until there are no creatures adjacent to the most recent creature you attacked while Cleaving, whichever comes first.

Feat Type Class
Level10
RequiresCleave
ClassBarbarian
RageYou have to be raging to use this.

Great Fortitude

6th August 2020 at 11:51pm
Ability

Your physique is incredibly hardy, granting you increased endurance.

Your proficiency rank for Fortitude saves increases to expert.

Greater Constrict

6th July 2020 at 11:04pm
Action

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it.

Each of those creatures can attempt a basic Fortitude save with the listed DC.

A creature that fails this save falls Unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Ordinary Constrict has the same effect but without the danger of falling unconscious.

Actions 1
Time
Free Hands
Skill
DefenseFortitude
Tool
Sub-actions

Greater Darkvision

27th June 2020 at 9:21pm
Ability Sense

A creature with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only.

Greater Darkvision allows the creature to see in magical darkness that blocks normal Darkvision.

Greater Debilitating Bomb

26th July 2020 at 4:26pm
Alchemist Class Feat

Prerequisite Debilitating Bomb.

You have learned enhanced techniques and alchemical secrets that allow you to expand the range of effects you can impose with your bombs.

When you use Debilitating Bomb, add the following to the list you can choose from: Clumsy 1, Enfeebled 1, Stupefied 1, or –10-foot status penalty to Speeds.

Feat Type Class
Level10
RequiresDebilitating Bomb
ClassAlchemist
True Debilitating BombGreater Debilitating BombAdds more effect options and demotes some saves.

Greater Difficult Terrain

22nd July 2020 at 9:32pm
Rule

Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments.

Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if you’re not using a grid) costs an extra 5 feet of movement.

Moving into a square of greater difficult terrain instead costs 10 additional feet of movement.

This additional cost is not increased when moving diagonally.

You can’t Step into difficult terrain unless you have Feather Step.

Movement you make while you are jumping ignores the terrain you’re jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain.

Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn’t let you ignore greater difficult terrain unless the ability specifies otherwise.

Greater Juggernaut

6th August 2020 at 10:38pm
Ability

You have a stalwart physiology.

Your proficiency rank for Fortitude saves increases to legendary.

When you roll a critical failure on a Fortitude save, you get a failure instead.

When you fail a Fortitude save against an effect that deals damage, you halve the damage you take.

Greater Merciful Elixir

23rd July 2020 at 9:38pm
Alchemist Class Feat

Prerequisite Merciful Elixir.

Your additives contain panaceas that can remedy a plethora of maladies.

When you use Merciful Elixir, your elixir can instead attempt to Counteract the Blinded, Deafened, Sickened, or Slowed condition.

Feat Type Class
Level14
RequiresMerciful Elixir
ClassAlchemist

Greater Weapon Specialization

7th August 2020 at 12:02am
Ability

The weapons you’ve mastered become truly fearsome in your hands.

Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

If you are a Barbarian, you gain a greater benefit from your instinct’s specialization ability. This does not apply if you have Barbarian Dedication.

Grim Tendrils

25th July 2020 at 4:09pm
Arcane Concentrate Manipulate Necromancy Negative Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area30-foot Line
Target
Save Fortitude
Duration
Domain

Tendrils of darkness curl out from your fingertips and race through the air.

You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line.

Each living creature in the line must attempt a Fortitude save.

Heightened (+1) The negative damage increases by 2d4, and the persistent bleed damage increases by 1.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes half the negative damage and no persistent bleed damage.
FailureThe creature takes full damage.
Critical FailureThe creature takes double negative damage and double persistent bleed damage.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14NegativeStopped by Yellow wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Grisly Growths

6th August 2020 at 7:23pm
Arcane Concentrate Manipulate Primal Somatic Spell Transmutation Verbal

Level5
Components Somatic Verbal
Cast Time
Range60 feet
Area
Target1 corporeal creature
Save Fortitude Will
Duration
Domain

This gruesome spell causes the target to grow excess limbs and organs, whether it be fingers multiplying until hands resemble bushes, eyes popping open in bizarre places, legs sprouting from the side of the body, or some other result.

The target takes 10d6 piercing damage (basic Fortitude save) as the new features erupt.

This spell has no effect on a target with a mutable anatomy or no limbs, such as an ooze or a protean. The growths rot rapidly and fall away after 1 round.

In addition, unless the initial target critically succeeds, creatures within 30 feet of the target, including the target, must attempt Will saves, after which they are temporarily immune to this secondary effect of grisly growths for 1 hour.

This additional effect is a Mental and Visual effect.

Heightened (+1) The damage increases by 2d6.

Critical Success
SuccessThe creature is unaffected.
FailureThe creature is Sickened 1.
Critical FailureThe creature is Sickened 2.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Grizzled Muckrucker

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Agents of Edgewatch Player's Guide.

Stat ChoicesCharisma Constitution
SkillSurvival
Lore
FeatExperienced Tracker

Group Coercion

26th July 2020 at 1:08am
Feat General Skill

Prerequisites Trained in Intimidation.

When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one.

It’s possible to get a different degree of success for each target.

The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.

Feat Type Skill
Level1
Skill Intimidation
RequirementT
Requires

Group Impression

26th July 2020 at 1:08am
Feat General Skill

Prerequisites Trained in Diplomacy.

When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one.

It’s possible to get a different degree of success for each target.

The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.

Feat Type Skill
Level1
Skill Diplomacy
RequirementT
Requires

Guard

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesCharisma Strength
SkillIntimidation
LoreLegal or Warfare
FeatQuick Coercion

Guidance

25th July 2020 at 4:11pm
Cantrip Concentrate Divination Divine Occult Primal Verbal

Level1
Components Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
DurationUntil the start of your next turn
Domain

You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends.

The target chooses which roll to use the bonus on before rolling.

If the target uses the bonus, the spell ends.

Either way, the target is then temporarily immune for 1 hour.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.

Gust of Wind

25th July 2020 at 4:14pm
Air Arcane Concentrate Evocation Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area60 foot Line
Target
Save
DurationUntil the start of your next turn
Domain

A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line’s opposite end.

The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects.

Large or smaller creatures in the area must attempt a Fortitude save.

Large or smaller creatures that later move into the gust must attempt the save on entering.

Critical SuccessThe creature is unaffected.
SuccessThe creature can’t move against the wind.
FailureThe creature is knocked Prone. If it was flying, it suffers the effects of critical failure instead.
Critical FailureThe creature is pushed 30 feet in the wind’s direction, knocked prone, and takes 2d6 bludgeoning damage.
AirThis may not work in vacuum or without air.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Gymnast

6th August 2020 at 11:34pm
Splat Swashbuckler

You reposition, maneuver, and bewilder your foes with daring feats of physical prowess.

You are trained in Athletics.

You gain panache during an encounter whenever you successfully Grapple, Shove, or Trip a foe.

Halfling

1st August 2020 at 10:23pm
Ancestry Halfling Humanoid
Base HP6
SizeSmall
Speed25
BoostsDexterity Wisdom Free
FlawsStrength
LanguagesCommon Halfling

Special Abilities

Heritages

Level 1 Halfling Feats

Level 5 Halfling Feats

Level 9 Halfling Feats

Level 13 Halfling Feats

Level 17 Halfling Feats

Hallucination

6th August 2020 at 12:17am
Arcane Illusion Incapacitation Manipulate Material Mental Occult Somatic Spell

Level5
Components Material Somatic
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration1 hour
Domain

The target consistently detects one thing as another, can’t detect something that’s there, or detects something that’s not there, though it doesn’t alter their beliefs.

You choose which of these effects applies, and you determine the specifics of the hallucination. For example, you could make the target see all elves as humans, be unable to detect the presence of their brother, see their beloved pocket watch on their person even when it isn’t, or see a tower in the center of town.

The target can attempt an initial Will save, with effects below.

They also receive a Will save to disbelieve the hallucination every time they Seek or directly interact with the hallucination. For example, the target could attempt to disbelieve the hallucination each time they interacted with an elf, bumped into their brother accidentally, tried to check their pocket watch, or studied the tower.

The target can attempt to disbelieve with a large circumstance bonus in situations determined by the GM, such as if the target attempted to climb the nonexistent tower.

Heightened (6th) Choose to either target up to 10 creatures or change the spell’s duration to "until the next time you make your daily preparations."

Heightened (8th) Choose to either target any number of creatures or change the spell’s duration to unlimited.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe creature is unaffected.
SuccessThe creature perceives what you chose until it disbelieves, but it knows what the hallucination is.
FailureThe creature perceives what you chose until it disbelieves.
Critical FailureThe creature perceives what you chose until it disbelieves, and it trusts its false senses, taking a –4 circumstance penalty to saves to disbelieve.
ArcaneThis spell can be identified using Arcana.
IncapacitationThis has reduced effect against creatures of higher level.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
True SeeingIllusionRolls automatic Counteract check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Hallucinatory Terrain

25th July 2020 at 4:19pm
Arcane Concentrate Illusion Manipulate Material Occult Primal Somatic Spell Uncommon Verbal

Level4
Components Material Somatic Verbal
Cast Time10 minutes
Range500 feet
Area50 foot Burst
Target
Save
DurationUntil the next time you make your daily preparations
Domain

You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain.

This doesn’t disguise any structures or creatures in the area.

Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.

Heightened (5th) Your image can also disguise structures or create illusory structures (but still doesn’t disguise creatures).

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingIllusionRolls automatic Counteract check.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Hand of the Apprentice (Feat)

11th July 2020 at 7:05pm
Ability Class Feat Wizard

Prerequisites Universalist Wizard.

You can magically hurl your weapon at your foe.

You gain the Hand of the Apprentice universalist spell.

Universalist spells are a type of focus spell, much like school spells.

You start with a focus pool of 1 Focus Point.

Feat Type Class
Level1
Requires
ClassWizard

Handy with your Paws

6th August 2020 at 5:11pm
Ancestry Feat Shoony

You gain a +1 circumstance bonus to Crafting checks to Repair non-magicalitems, and you don’t need a repair kit for such repairs as long as you have any amount of junk, spare parts, or debris at your disposal.

Feat Type Ancestry
AncestryShoony
Level1
Requires

Harbor Guard Moonlighter

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Agents of Edgewatch Player's Guide.

Stat ChoicesConstitution Strength
SkillAthletics
Lore
FeatQuick Jump

Harm

30th July 2020 at 9:01pm
Concentrate Divine Manipulate Material Necromancy Negative Somatic Spell Verbal

Level1
Components Somatic Verbal Material
Cast Time
RangeRange
Area
Target1 living creature or 1 willing undead creature
Save Fortitude
Duration
Domain

You channel negative energy to harm the living or heal the undead.

If the target is a living creature, you deal 1d8 negative damage to it, and it gets a basic Fortitude save.

If the target is a willing Undead creature, you restore that amount of Hit Points.

The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

(somatic) The spell has a range of touch.

(verbal, somatic) The spell has a range of 30 feet. If you’re healing an undead creature, increase the Hit Points restored by 8.

(material, verbal, somatic) You disperse negative energy in a 30-foot Emanation. This targets all living and undead creatures in the area.

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2 action version increases by 8.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14NegativeStopped by Yellow wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Haste

25th July 2020 at 4:28pm
Arcane Concentrate Manipulate Occult Primal Somatic Spell Transmutation Verbal

Level3
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
Duration1 minute
Domain

Magic empowers the target to act faster.

It gains the Quickened condition and can use the extra action each round only for Strike and Stride actions.

Heightened (7th) You can target up to 6 creatures.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingTransmutationRolls automatic Counteract check to see real form.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Haunted

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesCharisma Wisdom
SkillOccultism
Lore*Per Haunt
FeatHaunted Aid

Haunting Vision

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Age Of Ashes Player's Guide.

Stat ChoicesConstitution Wisdom
SkillReligion
LoreDahak
FeatStudent of the Canon

Heal

25th July 2020 at 4:31pm
Concentrate Divine Healing Manipulate Material Necromancy Positive Primal Somatic Spell Verbal

Level1
Components Material Somatic Verbal
Cast Time
RangeVaries
Area
Target1 willing living creature or 1 undead creature
Save Fortitude
Duration
Domain

You channel positive energy to heal the living or damage the undead.

If the target is a willing living creature, you restore 1d8 Hit Points.

If the target is Undead , you deal that amount of Positive damage to it, and it gets a basic Fortitude save.

The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

(somatic) The spell has a range of touch.

(verbal, somatic) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.

(material, somatic, verbal) You disperse positive energy in a 30-foot Emanation. This targets all living and undead creatures in the burst.

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Angelic HaloHeal+2 status HP healed to allies.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Heal Animal

7th August 2020 at 12:08am
Concentrate Druid Focus Spell Healing Manipulate Necromancy Positive Somatic Spell Uncommon Verbal

Level1
Components Somatic Verbal 1 Focus Point
Cast Time
RangeTouch or 30 feet
Area
Target1 Willing living Animal creature
Save
Duration
Domain

You heal an animal’s wounds, restoring 1d8 Hit Points to the target.

The number of actions spent Casting this Spell determines its effect.

  • Somatic: The spell has a range of Touch.
  • Somatic, Verbal: The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.

Heightened (+1) The amount of healing increases by 1d8, and the additional healing for the 2-action version increases by 8.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.
SilenceVerbalCan't cast in affected area.

Healer's Blessing

5th August 2020 at 9:08pm
Concentrate Focus Spell Spell Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 Willing living creature
Save
Duration1 minute
DomainHealing (Domain)

Your words bless a creature with an enhanced connection to positive energy.

When the target regains Hit Points from a Healing spell, it regains 1 additional Hit Point.

The target regains additional Hit Points from healer’s blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once.

Heightened (+1) The additional healing increases by 2 HP.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Healing (Domain)

4th August 2020 at 9:13pm
Domain

Your healing magic is particularly potent.

Basic Domain Spell: Healer's Blessing

Advanced Domain Spell: Rebuke Death

Healing Bomb

30th July 2020 at 1:47pm
Action Additive Alchemist Class Feat Free

Additive 2.

Frequency Once per round.

Trigger You craft an Elixir of Life using Quick Alchemy, and that elixir is at least 2 levels lower than your Advanced Alchemy level.

By adding a special catalyst, you transform a healing elixir into a topical projectile.

You grant the elixir the Bomb trait.

If you throw an elixir of life bomb at a willing target, you hit even on a failure, though not on a critical failure.

If your Strike with this elixir bomb hits a living target, the target regains Hit Points as if it had consumed the elixir.

On a critical success, the target also gains the elixir’s item bonus to saving throws against diseases and poisons for 1 minute.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level4
Requires
ClassAlchemist
AdditiveOne per alchemy item, increases item level by the given amount.

Heat Metal

1st August 2020 at 5:23pm
Arcane Concentrate Evocation Fire Manipulate Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 metal item or metal creature
Save Reflex
Duration
Domain

This spell heats the targeted metal to become red-hot for a moment.

This is usually harmless to an unattended metal item, which doesn’t get a saving throw, though the GM might rule that flammable materials connected to the object catch fire or melt.

If you target an item worn or carried by a creature, or you target a creature made primarily of metal, the heat deals 4d6 Fire damage and 2d4 persistent fire damage to the creature, which must attempt a Reflex saving throw.

If you target an item held by the creature, the creature can Release the item to improve their degree of success by one step from the result of their saving throw.

The persistent damage is associated with the object and damages whichever creature is holding or wearing it. It has no effect if no one is holding the item, but you continue to attempt flat checks to end the persistent damage as normal, since the item remains hot and can sear someone who picks it up.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes half damage and the object deals no persistent fire damage.
FailureThe creature takes full damage and the object deals full persistent damage.
Critical FailureAs failure, but the creature takes double damage and the object deals double persistent damage.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.

Hefty Hauler

26th July 2020 at 1:09am
Feat General Skill

You can carry more than your frame implies.

Increase your maximum and encumbered Bulk limits by 2.

Feat Type Skill
Level1
Skill Athletics
RequirementT
Requires

Heightened Senses

6th August 2020 at 10:43pm
Ability

Your instinct heightens each of your senses further.

Your proficiency rank for Perception increases to master.

Hellknight Historian

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Age Of Ashes Player's Guide.

Stat ChoicesIntelligence Strength
SkillSoicety
LoreArchitecture
FeatCourtly Graces

Helpful

26th June 2020 at 5:41pm
Condition

This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.

A creature that is helpful to a character wishes to actively aid that character.

It will accept reasonable Requests from that character, as long as such requests aren’t at the expense of the helpful creature’s goals or quality of life.

If the character or one of their allies uses a hostile action against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.

Herbalist

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesConstitution Wisdom
SkillNature
LoreHerbalism
FeatNatural Medicine

Hermean Expatriate

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Intelligence
SkillSociety
LoreDragon
FeatSkill Training

Hermean Heritor

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Age Of Ashes 6.

Stat ChoicesConstitution Wisdom
SkillSociety
LoreLegal
FeatMultilingual or Assurance

Hermit

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesConstitution Intelligence
SkillNature Occultism
Lore*Per Terrain
FeatDubious Knowledge

Hero Point

27th June 2020 at 9:47pm

Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death.

Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.

The GM is in charge of awarding Hero Points.

Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations.

You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.

You can spend your Hero Points in one of two ways. Neither of these is an action, and you can spend Hero Points even if you aren’t able to act. You can spend a Hero Point on behalf of your familiar or animal companion.

  • Spend 1 Hero Point to reroll a check. You must use the second result. This is a Fortune effect (which means you can’t use more than 1 Hero Point on a check).
  • Spend all your Hero Points (minimum 1) to avoid death. You can do this when your Dying condition would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don’t gain the Wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don’t lose it or decrease its value.

Hero's Defiance

3rd August 2020 at 7:31pm
Action Champion Concentrate Focus Spell Free Healing Necromancy Positive Spell Uncommon Verbal

Level10
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
Domain

Trigger An attack would bring you to 0 hit points.

You shout in defiance, filling you with a sudden burst of healing.

Just before applying the attack’s damage, you recover 10d4+20 Hit Points. If this is enough to prevent the attack from bringing you to 0 Hit Points, you don’t become Unconscious or Dying.

Either way, cheating death is difficult, and you can’t use hero’s defiance again until you Refocus or the next time you prepare.

Hero’s defiance cannot be used against effects with the Death trait or that would leave no remains, such as Disintegrate.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.

Heroism

25th July 2020 at 4:34pm
Concentrate Divine Enchantment Manipulate Mental Occult Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 humanoid creature
Save
Duration10 minutes
Domain

You tap into the target’s inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.

Heightened (6th) The status bonus increases to +2.

Heightened (9th) The status bonus increases to +3.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Hidden

27th June 2020 at 9:27pm
Condition

While you’re hidden from a creature, that creature knows the space you’re in but can’t tell precisely where you are.

You typically become hidden by using Stealth to Hide.

When Seeking a creature using only Imprecise senses, it remains hidden, rather than observed.

A creature you’re hidden from is Flat-Footed to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect. If it fails, it doesn't affect the you, though the actions it used are still expended—as well as any spell slots, costs, and other resources.

A creature remains flat-footed to you even if it successfully targets you.

Area effects aren’t subject to this flat check.

A creature might be able to use the Seek action to try to observe you.

Deny AdvantageHiddenPrevents flat-footed.
Keen EyesHiddenFlat check DC becomes 9.
True StrikeHiddenIgnores flat check to attack.

Hide

22nd July 2020 at 9:46pm
Action Secret Untrained

You huddle behind cover or greater cover or deeper into concealment to become Hidden, rather than Observed.

The GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have Cover or Greater Cover against or are Concealed from. You gain the circumstance bonus from cover or greater cover to your check.

You can hide from visual spell Triggers by beating their spell DC.

You can't use Concealment granted by Blur to Hide.

If you suceed, if the creature could see you, you’re now Hidden from it instead of Observed. If you were hidden from or Undetected by the creature, you retain that condition.

If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again.

You cease being hidden if you do anything except Hide, Sneak, or Step.

If you attempt to Strike a creature, the creature remains Flat-Footed against that attack, and you then become observed.

If you do anything else, you become observed just before you act unless the GM determines otherwise.

The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check.

If a creature uses Seek to make you observed by it, you must successfully Hide to become hidden from it again.

Actions 1
Time
Free Hands
SkillStealth 
DefensePerception
Tool
Sub-actions
SecretThe GM makes the roll for this in secret.
CoverHideHaving standard or greater cover is enough to Hide.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
Foil SensesHideAlways allowing for special senses.
Legendary SneakHideYou don't need cover or concealment.
Take CoverHideCan give a +4 circumstance bonus.
StealthHide
Armored StealthStealthReduce armor penalty or quiet Noisy armor.
CoverStealthGives +2/+4 circumstance to checks to avoid detection.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
DexterityStealthKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Face in the CrowdStealth+2 status in a crowd.

Hideous Laughter

25th July 2020 at 4:37pm
Arcane Concentrate Emotion Enchantment Manipulate Mental Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 living creature
Save Will
DurationSustained
Domain

The target is overtaken with uncontrollable laughter.

It must attempt a Will save.

Critical SuccessThe target is unaffected.
SuccessThe target is plagued with uncontrollable laugher. It can’t use Reactions.
FailureThe target is slowed 1 and can’t use reactions.
Critical FailureThe target falls Prone and can’t use actions or reactions for 1 round. It then suffers the failure effects.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

High Jump

23rd July 2020 at 10:51pm
Action Untrained

You Stride, then make a vertical Leap and attempt a DC 30 Athletics check to increase the height of your jump.

If you have Quick Jump, you can High Jump as a single action but you don't Stride.

If you didn’t Stride at least 10 feet, you automatically fail your check unless you have Quick Jump.

This DC might be increased or decreased due to the situation, as determined by the GM.

If you have Wall Jump, you can jump a second time off a wall as a single action.

If you have Cloud Jump, you jump up a number of feet equal to the DC you roll, limited to your Speed times the number of actions you spent jumping.

Critical SuccessIncrease the maximum vertical distance to 8 feet, or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet.
SuccessIncrease the maximum vertical distance to 5 feet.
FailureYou Leap normally.
Critical FailureYou don’t Leap at all, and instead you fall prone in your space.
Actions 2
Time
Free Hands
SkillAthletics 
Defense
Tool
Sub-actions
Cloud JumpHigh JumpUse long jump calculation for jumping high.
Quick JumpHigh JumpUse jump without striding as 1 action.
Raging AthleteHigh JumpLowers DC by 10 when raging.
Shifting SandHigh Jump-1 status in the area.
Wall JumpHigh JumpCan chain jump actions that end adjacent walls.
AthleticsHigh Jump
Athletic RushAthletics+2 status.
Song of StrengthAthletics+1 status on rolls, and DCs against athletics actions.
Inspire HeroicsSong of StrengthPerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Hireling Manager

30th July 2020 at 1:09pm
Feat General

Prerequisites Charisma 14.

You are able to find and secure better labor than most.

When securing a hireling for a service, that hireling gains a +2 circumstance bonus to all skill checks.

This circumstance bonus applies to both trained and untrained hirelings and has no effect on the cost of the service or labor provided.

Feat Type General
Level3
Requires

Hobgoblin

1st August 2020 at 10:40pm
Ancestry Hobgoblin Humanoid
Base HP8
SizeMedium
Speed25
BoostsConstitution Intelligence Free
FlawsWisdom
LanguagesCommon Goblin

Special Abilities

Heritages

Level 1 Hobgoblin Feats

Level 5 Hobgoblin Feats

Level 9 Hobgoblin Feats

Level 13 Hobgoblin Feats

Level 17 Hobgoblin Feats

Hobnobber

26th July 2020 at 1:10am
Feat General Skill

Prerequisites Trained in Diplomacy.

You are skilled at learning information through conversation.

The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour).

If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead.

There is still no guarantee that a rumor you learn with Gather Information is accurate.

Feat Type Skill
Level1
Skill Diplomacy
RequirementT
Requires

Holy Cascade

25th July 2020 at 4:39pm
Concentrate Divine Evocation Good Manipulate Positive Somatic Spell Verbal Water

Level4
Components Somatic Verbal
Cast Time
Range500 feet
Area20 foot Burst
Target
Save Reflex
Duration
Domain

Cost One vial of Holy Water.

You call upon sacred energy to amplify a vial of holy water, tossing it an incredible distance.

It explodes in an enormous burst that deals 3d6 bludgeoning damage to creatures in the area from the cascade of water with a basic Reflex save.

The water deals an additional 6d6 positive damage to Undead and 6d6 good damage to Fiend s.

Heightened (+1) The bludgeoning damage increases by 1d6, and the additional positive and good damage each increase by 2d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
GoodGood damage harms only evil creatures.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Horrid Wilting

25th July 2020 at 5:12pm
Arcane Concentrate Manipulate Necromancy Negative Primal Somatic Spell Verbal

Level8
Components Somatic Verbal
Cast Time
Range500 feet
Area
TargetAny number of living creatures
Save Fortitude
Duration
Domain

You pull the moisture from the targets’ bodies, dealing 10d10 negative damage with a basic Fortitude save.

Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw.

Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.

Heightened (+1) The damage increases by 1d10.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14NegativeStopped by Yellow wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Hostile

26th June 2020 at 5:42pm
Condition

This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.

A creature that is hostile to a character actively seeks to harm that character.

It doesn’t necessarily attack, but it won’t accept Requests from the character.

Hostile Action

3rd August 2020 at 7:20pm
Rule

Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions.

A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.

For instance, lobbing a fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be.

The GM is the final arbitrator of what constitutes a hostile action.

House of Imaginary Walls

6th August 2020 at 12:09am
Bard Cantrip Composition Illusion Manipulate Somatic Spell Uncommon

Level5
Components Somatic
Cast Time
RangeTouch
Area
Target
Save
Duration1 round
Domain

You mime creating an invisible 10-foot-by-10-foot stretch of wall adjacent to you and within your reach.

The wall is solid to those creatures that don’t disbelieve it, even incorporeal creatures.

You and your allies can voluntarily believe the wall exists to continue to treat it as solid, for instance to Climb onto it.

A creature that disbelieves the illusion is temporarily immune to your house of imaginary walls for 1 minute.

The wall doesn’t block creatures that didn’t see your visual performance, nor does it block objects.

The wall has AC 10, Hardness equal to double the spell’s level, and HP equal to quadruple the spell’s level.

IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.

Human

1st August 2020 at 10:26pm
Ancestry Halfling Humanoid
Base HP8
SizeMedium
Speed25
BoostsFree
Flaws
LanguagesCommon

Special Abilities

Heritages

Level 1 Human Feats

Level 5 Human Feats

Level 9 Human Feats

Level 13 Human Feats

Level 17 Human Feats

Humanoid Form

27th July 2020 at 11:15pm
Arcane Concentrate Manipulate Occult Polymorph Primal Somatic Spell Transmutation Verbal

Level2
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes
Domain

You transform your appearance to that of a Small or Medium humanoid, such as a Dwarf, Elf, Goblin, Halfling, Human, Orc, or Lizardfolk.

You gain the Humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature’s kind (such as goblin or human).

If this transformation reduces your size, it reduces your reach accordingly (as the Shrink spell).

This transformation doesn’t change your statistics in any way, and you don’t gain any special abilities of the humanoid form you assume.

You can still wear and use your gear, which changes size (if necessary) to match your new form.

If items leave your person, they return to their usual size.

Humanoid form grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you’re untrained, but you can’t make yourself look like a specific person.

If you want to Impersonate an individual, you still need to create a disguise, though the GM won’t factor in the difference in ancestry when determining the DC of your Deception check.

You can Dismiss this spell.

Heightened (3rd) You gain Darkvision or Low-Light Vision if the form you assume has that ability.

Heightened (5th) You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the Enlarge spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingTransmutationRolls automatic Counteract check to see real form.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Hunter

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesDexterity Wisdom
SkillSurvival
LoreTanning
FeatSurvey Wildlife

Hurtling Stone

5th August 2020 at 9:10pm
Attack Cleric Earth Evocation Focus Spell Manipulate Somatic Spell Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
Range60 feet
Area
Target1 creature
Save
Duration
DomainEarth (Domain)

You evoke a magical stone and throw it, with your god’s presence guiding your aim.

Make a spell attack roll against the target.

The stone deals bludgeoning damage equal to 1d6 plus your Strength modifier.

On a critical hit, you deal double damage.

Heightened (+1) The stone’s damage increases by 1d6.

AttackThis is affected by Multiple Attack Penalty.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.

Hustle

18th July 2020 at 10:38pm
Activity Exploration Move

You strain yourself to move at double your travel speed.

You can Hustle only for a number of minutes equal to your Constitution modifier * 10 (minimum 10 minutes).

If you are in a group that is Hustling, use the lowest Constitution modifier among everyone to determine how fast the group can Hustle together.

ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
Caravan LeaderHustleHustle your group for extra time.
Pick Up the PaceHustleHustle weaker group members up to 20 minutes more.
Song of MarchingHustleHustle for the duration of the spell.
ImmobilizedMoveCan't move.

Hydraulic Push

25th July 2020 at 5:21pm
Arcane Attack Concentrate Evocation Manipulate Primal Somatic Verbal Water

Level1
Components Somatic Verbal
Cast Time
Range60 feet
Area
Target1 creature or object
Save
Duration
Domain

You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back.

Make a ranged spell attack roll.

Heightened (+1) The damage increases by 2d6.

Critical SuccessThe target takes 6d6 bludgeoning damage and is knocked back 10 feet.
SuccessThe target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Failure
Critical Failure
ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Hydraulic Torrent

25th July 2020 at 5:23pm
Concentrate Evocation Manipulate Primal Somatic Spell Verbal Water

Level4
Components Somatic Verbal
Cast Time
Range
Area60 foot Line
Target
Save Fortitude
Duration
Domain

A swirling torrent of water manifests along a straight line, battering those that are its path and possibly pushing them away from you.

The torrent deals 8d6 bludgeoning damage.

Each creature in the area must attempt a basic Fortitude save.

Creatures that fail the save are also knocked back 5 feet (10 feet on a critical failure).

Heightened (+1) The damage increases by 2d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Hymn of Healing

3rd August 2020 at 7:14pm
Bard Composition Concentrate Focus Spell Healing Necromancy Positive Spell Uncommon Verbal

Level1
Components Verbal 1 Focus Point
Cast Time2 actions
Range30 feet
Area
TargetYou or 1 ally
Save
DurationSustained up to 4 rounds
Domain

Even though this spell has only one component, casting it is .

Your divine singing mends wounds and provides a temporary respite from harm.

The target gains Fast Healing 2.

When you Cast the Spell and each time you Sustain the Spell, the target gains 2 temporary Hit Points, which last for 1 round.

Heightened (+1) The fast healing and temporary Hit Points each increase by 2.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.

Hypercognition

25th July 2020 at 5:24pm
Concentrate Divination Occult Spell Verbal

Level3
Components Verbal
Cast Time
Range
Area
Target
Save
Duration
Domain

You rapidly catalog and collate information relevant to your current situation.

You can instantly use up to 6 Recall Knowledge actions as part of Casting this Spell.

For these actions, you can’t use any special abilities, reactions, or free actions that trigger when you Recall Knowledge.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
OccultThis spell can be identified using Occultism.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.

Hypnotic Pattern

6th August 2020 at 12:17am
Arcane Illusion Manipulate Material Occult Somatic Spell Visual

Level3
Components Material Somatic
Cast Time
Range120 feet
Area10 foot Burst
Target
Save Will
DurationSustained up to 1 minute
Domain

You create a pattern of shifting colors that hovers in the air in a geometric cloud.

Creatures are Dazzled while inside the pattern.

In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a Seek or Interact action on the pattern.

A creature currently fascinated by the pattern doesn’t attempt new saves.

Critical Success
SuccessThe target is unaffected.
FailureThe target is Fascinated by the pattern.
Critical FailureThe target is fascinated by the pattern. While it remains fascinated, it can’t use reactions.
ArcaneThis spell can be identified using Arcana.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VisualThis works only against creatures that can see it and are not Blinded.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Ice Storm

1st August 2020 at 5:25pm
Arcane Cold Concentrate Evocation Manipulate Material Primal Somatic Spell Verbal

Level4
Components Somatic Verbal Material
Cast Time
Range120 feet
Area5 foot Burst
Target
Save
Duration1 minute
Domain

You create a gray storm cloud that pelts creatures with an icy deluge.

When you Cast the Spell, a burst of magical hail deals 2d8 bludgeoning damage and 2d8 cold damage to each creature in the area below the cloud (basic Reflex save).

Snow and sleet continue to rain down in the area for the remainder of the spell’s duration, making the area Difficult Terrain, causing creatures in the storm to be Concealed, and making creatures outside the storm concealed from those inside the storm.

Any creature that ends its turn in the storm takes 4 Cold damage.

If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one.

Heightened (+2) The initial bludgeoning damage and cold damage increase by 1d8 each, and the cold damage creatures take at the end of their turns increases by 2.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ColdStopped by Yellow wall.

Identify Alchemy

20th July 2020 at 11:07pm
Action Concentrate Exploration Secret

Requirements You have Alchemist’s Tools.

You can identify the nature of an alchemical item with 10 minutes of testing using alchemist’s tools.

Make a Crafting check.

If your attempt is interrupted in any way, you must start over.

Critical SuccessYou misidentify the item as another item of the GM’s choice.
SuccessYou identify the item and the means of activating it.
FailureYou fail to identify the item but can try again.
Critical Failure
Actions
Time
Free Hands
SkillCrafting 
Defense
ToolAlchemist's Tools
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
SecretThe GM makes the roll for this in secret.
Alchemical SavantIdentify AlchemyAllows identification as a single action.
CraftingIdentify Alchemy
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Identify Creature

26th July 2020 at 1:48am
Action Concentrate Implied Secret Untrained

Identifying a creature is technically a special case of Recall Knowledge but it is listed here as a separate action because it is frequently referred to.

A character who successfully identifies a creature learns one of its best-known attributes—such as a troll’s regeneration (and the fact that it can be stopped by acid or fire) or a manticore’s tail spikes.

On a critical success, the character also learns something subtler, like a demon’s weakness or the trigger for one of the creature’s reactions.

The skill used to identify a creature usually depends on that creature’s trait, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use Occultism to identify them without any DC adjustment, while Society is harder.

Creature TraitSkill
AberrationOccultism
AnimalNature
AstralOccultism
BeastArcana, Nature
CelestialReligion
ConstructArcana, Crafting
DragonArcana
ElementalArcana, Nature
EtherealOccultism
FeyNature
FiendReligion
FungusNature
HumanoidSociety
MonitorReligion
OozeOccultism
PlantNature
SpiritOccultism
UndeadReligion

Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).

The DC is usually based on the creature's level and Rarity Modifier.

Critical SuccessAs success, plus you learn something subtler.
SuccessYou learn one of the creature's best-known attributes.
Failure
Critical FailureYou misidentify the creature.
Actions 1
Time
Free Hands
SkillArcana Crafting Nature Occultism Religion Society 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
SecretThe GM makes the roll for this in secret.
ArcanaIdentify Creature
IntelligenceArcanaKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
CraftingIdentify Creature
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
NatureIdentify Creature
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
OccultismIdentify Creature
IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.
ReligionIdentify Creature
Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
SocietyIdentify Creature
IntelligenceSocietyKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Identify Magic

25th July 2020 at 3:22pm
Action Concentrate Exploration Secret Trained

Once you discover that an item, location, or ongoing effect is magical, you can spend 10 minutes to try to identify the particulars of its magic.

If your attempt is interrupted, you must start over.

The GM sets the DC for your check. Cursed or esoteric subjects usually have higher DCs or might even be impossible to identify using this activity alone. Heightening a spell doesn’t increase the DC to identify it.

Critical SuccessYou learn all the attributes of the magic, including its name (for an effect), what it does, any means of activating it (for an item or location), and whether it is cursed.
SuccessFor an item or location, you get a sense of what it does and learn any means of activating it. For an ongoing effect (such as a spell with a duration), you learn the effect’s name and what it does. You can’t try again in hopes of getting a critical success.
FailureYou fail to identify the magic and can’t try again for 1 day.
Critical FailureYou misidentify the magic as something else of the GM’s choice.
Actions Long
Time10 minutes
Free Hands
SkillArcana Religion Occultism Nature 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
SecretThe GM makes the roll for this in secret.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Assured IdentificationIdentify MagicCan't fumble when identifying items.
Bizarre MagicIdentify MagicRaises DC for spells by 5.
Crafter's AppraisalIdentify MagicIdentify magic items using Crafting.
Oddity IdentificationIdentify MagicGives +2 circumstance for certain effects.
Quick IdentificationIdentify MagicReduces time taken based on proficiency.
ArcanaIdentify Magic
IntelligenceArcanaKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
ReligionIdentify Magic
Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
OccultismIdentify Magic
IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.
NatureIdentify Magic
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Ill Omen

1st August 2020 at 5:27pm
Concentrate Curse Divination Manipulate Misfortune Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration1 round
Domain

The target is struck with misfortune, which throws it off balance.

The target must attempt a Will save.

Critical Success
SuccessThe target is unaffected.
FailureThe first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.
Critical FailureEvery time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MisfortuneDoesn't stack with other Misfortune effects, and cancels with Fortune.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Illusion

25th July 2020 at 12:04am
School

Illusions create the semblance of something real, fooling the eyes, ears, and other senses.

They almost always have the Mental trait, and depending on how the illusion is perceived, they might also have the Auditory or Visual trait.

Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so.

This usually happens when a creature Seeks or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or saving throw, at the GM’s discretion) to the caster’s spell DC.

Mental illusions typically provide rules in the spell’s description for disbelieving the effect (often allowing the affected creature to attempt a Will save).

If the illusion is Visual , and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can’t ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can’t see through it.

Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM’s discretion, block vision enough to make those on the other side Concealed.

True SeeingIllusionRolls automatic Counteract check.

Illusory Creature

6th August 2020 at 7:29pm
Auditory Concentrate Illusion Manipulate Somatic Spell Verbal Visual

Level2
Components Somatic Verbal
Cast Time
Range500 feet
Area
Target
Save
DurationSustained
Domain

You create an illusory image of a Large or smaller creature.

It generates the appropriate sounds, smells, and feels believable to the touch.

If you and the image are ever farther than 500 feet apart, the spell ends.

The image can’t speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you’re trying to imitate a specific person and engage with someone that person knows.

In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell.

It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10.

It is substantial enough that it can flank other creatures.

If the image is hit by an attack or fails a save, the spell ends.

The illusion can cause damage by making the target believe the illusion’s attacks are real, but it cannot otherwise directly affect the physical world.

If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a Mental effect. The illusion’s Strikes are nonlethal.

If the damage doesn’t correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action.

Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage.

However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type.

The GM should track illusory damage dealt by the illusion.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.

When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn’t take any further damage from it.

Heightened (+1) The damage of the image’s Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan ).

AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Illusory Disguise

6th August 2020 at 7:33pm
Arcane Concentrate Illusion Manipulate Occult Somatic Spell Verbal Visual

Level1
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 hour
Domain

You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself.

The disguise is typically good enough to hide your identity, but not to impersonate a specific individual.

The spell doesn’t change your voice, scent, or mannerisms.

You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance.

Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise, and you add your level even if you’re untrained.

You can Dismiss this spell.

Heightened (2nd) The spell also disguises your voice and scent, and it gains the Auditory trait.

Heightened (3rd) You can appear as any creature of the same size, even a specific individual. You must have seen an individual to take on their appearance. The spell also disguises your voice and scent, and it gains the auditory trait.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.

Illusory Object

26th July 2020 at 11:33pm
Arcane Concentrate Illusion Manipulate Occult Somatic Spell Verbal Visual

Level1
Components Somatic Verbal
Cast Time
Range500 feet
Area20 foot Burst
Target
Save
Duration10 minutes
Domain

You create an illusory visual image of a stationary object.

The entire image must fit within the spell’s area.

The object appears to animate naturally, but it doesn’t make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.

Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the Auditory trait. The duration increases to 1 hour.

Heightened (5th) As the 2nd-level version, but the duration is unlimited.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Illusory Scene

6th August 2020 at 12:13am
Arcane Auditory Concentrate Illusion Occult Scene Verbal Visual

Level5
Components Verbal
Cast Time10 minutes
Range500 feet
Area30 foot Burst
Target
Save
Duration1 hour
Domain

You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell’s area.

These elements generate appropriate sounds and smells, and they feel right to the touch.

Elements of an illusory scene are incapable of speech.

Unlike with the Illusory Creature spell, creatures in your scene lack combat abilities and statistics.

Your scene doesn’t include changes to the environment around it, though you can place your scene within the illusory environment of a Hallucinatory Terrain spell.

When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it’s hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You’re unable to alter the program after you create the illusion.

Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion.

If they interact with a portion of the illusion, they disbelieve only that portion.

They disbelieve the entire scene only on a critical success.

Heightened (6th) Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor.

Heightened (8th) As the 6th-level version, and the duration is unlimited.

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
OccultThis spell can be identified using Occultism.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.
SilenceVerbalCan't cast in affected area.

Immobilized

7th August 2020 at 2:55am
Condition

You can’t use any action with the Move trait.

If you’re immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.

Freedom of MovementImmobilizedAllows auto Escape success against lower level effects.

Impaling Briars

6th August 2020 at 9:09pm
Concentrate Conjuration Druid Focus Spell Manipulate Plant Somatic Spell Uncommon Verbal

Level8
Components Somatic Verbal 1 Focus Point
Cast Time
Range
AreaGround within a 100-foot Emanation
Target
Save
DurationSustained up to 1 minute
Domain

The ground within the area transforms into a mass of dangerous briars that assault and impede your foes.

Each round when you Sustain the Spell, you can select one of the following effects to occur in the area.

  • Ensnare The briars clump around your foes, attempting to hold them in place. A foe within the area (or flying at most 20 feet above the area) must attempt a Reflex save. On a failure, it takes a –10-foot circumstance penalty to all Speeds for 1 round, and on a critical failure, it is Immobilized for 1 round unless it Escapes.
  • Impede The briars twist and writhe, making the entire area Difficult Terrain.
  • Wall A Wall of Thorns appears in the area, lasting for 1 round. The wall is greater difficult terrain instead of difficult terrain.

In addition, once per round you can direct the briars to impale any target in the area (or flying up to 20 feet above the area) that you can see by using a single action, which has the Concentrate and Manipulate traits.

Make a spell attack roll. On a success, the target takes 10d6 piercing damage and takes a –10-foot circumstance penalty to all Speeds for 1 round; on a critical success, the target is Immobilized for 1 round unless it Escapes.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Impaling Spike

1st August 2020 at 5:29pm
Arcane Concentrate Conjuration Manipulate Primal Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Reflex
Duration1 minute
Domain

You conjure a spike that thrusts up from the earth beneath a target creature, potentially impaling it.

The spike is made of Cold Iron and deals 8d6 piercing damage.

The target must attempt a Reflex save.

Heightened (+1) The damage increases by 2d6.

Critical SuccessThe target dodges the spike and is unaffected.
SuccessThe target is struck by the spike and takes half damage.
FailureThe target is impaled through a leg or another non‑vital body part. The creature takes full damage and, if it’s standing on solid ground, becomes immobilized. It can attempt to Escape (the DC is your spell DC). While it remains impaled, it takes damage from any Weakness to Cold Iron it has at the end of each of its turns.
Critical FailureAs failure, but the creature is impaled through a vital organ or its center of mass, taking double damage, and it is Flat-Footed as long as it’s impaled.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Impeccable Crafting

26th July 2020 at 1:11am
Feat General Skill

Prerequisites Master in Crafting, Specialty Crafting.

You craft flawless creations with great efficiency.

Whenever you roll a success at a Crafting check to make an item of the type you chose with Specialty Crafting, you get a critical success instead.

Feat Type Skill
Level7
Skill Crafting
RequirementM
Requires

Impersonate

25th July 2020 at 3:10pm
Action Concentrate Exploration Manipulate Secret

You create a disguise to pass yourself off as someone or something you are not.

Assembling a convincing disguise takes 10 minutes and requires a Disguise Kit. A simpler, quicker disguise might do the job if you’re not trying to imitate a specific individual, at the GM’s discretion. If you have Quick Disguise, it takes less time.

In most cases, creatures have a chance to detect your deception only if they use the Seek action to attempt Perception checks against your Deception DC.

If you attempt to directly interact with someone while disguised, the GM rolls a secret Deception check for you against that creature’s Perception DC instead.

If you’re disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you’re imitating, or the GM might roll a secret Deception check even if you aren’t directly interacting with others.

If you have Courtly Graces and are pretending to be a noble, you can use Society instead of Deception.

Critical Success
SuccessYou trick the creature into thinking you’re the person you’re disguised as. You might have to attempt a new check if your behavior changes.
FailureThe creature can tell you’re not who you claim to be.
Critical FailureThe creature can tell you’re not who you claim to be, and it recognizes you if it would know you without a disguise.
Actions
Time
Free Hands
SkillDeception 
DefensePerception
ToolDisguise Kit
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
ManipulateThis may provoke Attack of Opportunity and other reactions.
SecretThe GM makes the roll for this in secret.
Courtly GracesImpersonateUse Society to pretend to be a (non-specific) noble.
Deceptive WorshipImpersonateUse Occultism to impersonate a worshipper.
Quick DisguiseImpersonateReduces time to make disguise based on proficiency.
DeceptionImpersonate
CharismaDeceptionKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Face in the CrowdDeception+2 status in a crowd.
Safeguard SecretDeception+4 status vs revealing secret.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Implosion

26th July 2020 at 11:41pm
Arcane Concentrate Evocation Manipulate Primal Somatic Spell Verbal

Level9
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 corporeal creature
Save Fortitude
DurationSustained up to 1 minute
Domain

You crush the target by causing it to collapse in on itself, dealing 75 damage with a basic Fortitude save.

Each time you Sustain the Spell, you must choose a new target to be subject to the same effect.

The same creature can never be targeted more than once with a single casting of this spell.

You also can’t affect more than one creature per turn with implosion.

You can’t target a creature that’s incorporeal, gaseous, or liquid, or one that otherwise lacks a solid form.

Heightened (+1) The damage increases by 10.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Imprecise

27th June 2020 at 9:18pm
Term

Hearing is an imprecise sense for most creatures —it cannot detect the full range of detail that a precise sense can.

You can usually sense a creature automatically with an imprecise sense, but it has the Hidden condition instead of the Observed condition.

It might be Undetected by you if it’s using Stealth or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the Seek basic action to detect the creature.

At best, an imprecise sense can be used to make an undetected creature (or one you didn’t even know was there) merely hidden—it can’t make the creature observed.

Pathfinder’s rules assume by default that a given creature has hearing as its only imprecise sense.

Impressive Performance

26th July 2020 at 1:12am
Feat General Skill

Prerequisites Trained in Performance.

Your performances inspire admiration and win you fans.

You can Make an Impression using Performance instead of Diplomacy.

Feat Type Skill
Level1
Skill Performance
RequirementT
Requires

Imprint Message

1st August 2020 at 5:32pm
Concentrate Divination Manipulate Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 object
Save
Duration
Domain

You project psychic vibrations onto the target object, imprinting it with a short message or emotional theme of your design.

This imprinted sensation is revealed to a creature who casts Object Reading on the target object, replacing any emotional events the item was present for.

If the object is in the area of a Retrocognition spell, the imprinted messages appear as major events in the timeline, but they don’t interfere with any other visions.

If the object is targeted with Read Aura of a higher spell level than imprint message, the caster learns that the object has been magically modified.

When you Cast this Spell, any prior vibrations placed on an object by previous castings of imprint message fade.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Improbable Elixirs

30th July 2020 at 8:54pm
Alchemist Class Feat

Your mastery of alchemical secrets enables you to replicate effects most believe can be achieved only via magic.

Select a number of Potion s equal to your Intelligence modifier (minimum 1) of 9th level or lower.

You gain formulas to create these potions as alchemical items with the Elixir trait.

When making these alchemical elixirs, you can substitute alchemical reagents for an equal value of magical components, and you can use alchemist’s tools (for Quick Alchemy) or an alchemist's lab (for the Craft activity) instead of any other required tool kits. Other than that, the formula does not change.

Once you’ve chosen the potion formulas, they can’t be changed.

Feat Type Class
Level18
Requires
ClassAlchemist

Improved Evasion

7th August 2020 at 12:01am

Your ability to elude danger is matchless.

Your proficiency rank for Reflex saves increases to legendary.

When you roll a critical failure on a Reflex save, you get a failure instead.

When you roll a failure on a Reflex save against a damaging effect, you take half damage.

Improved Familiar Attunement

11th July 2020 at 7:24pm
Splat

You’ve long held that fine-tuning the magic that bonds wizard and familiar can improve the mystic connection, compared to the safe yet generic bond most wizards currently use. You’ve formed such a pact with your familiar, gaining more advantages from it than most wizards.

You gain the Familiar (Feat) wizard feat as a bonus feat.

Your familiar gains an extra ability, and it gains an additional extra ability when you reach 6th, 12th, and 18th levels.

Your connection with your familiar alters your arcane bond class feature so that you store your magical energy in your familiar, rather than an item you own; you also gain the Drain Familiar free action instead of Drain Bonded Item.

Drain Familiar can be used any time an ability would allow you to use Drain Bonded Item and functions identically, except that you draw magic from your familiar instead of an item.

Improved Grab

27th June 2020 at 9:01pm
Action Free

The monster can use Grab as a free action.

The monster still needs to spend an action to extend the duration for monsters it has already grabbed.

Requirements The monster’s last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.

The monster automatically grabs the target until the end of the monster’s next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can’t be used to Strike creatures until the grab is ended.

Using Grab extends the duration of the monster’s Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.

Grab is a monster ability. The more normal equivalent ability for PCs is Grapple.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Improved Knockdown

27th June 2020 at 9:03pm
Action Free

The monster can use Knockdown as a free action.

Requirements The monster’s last action was a success with a Strike that lists Knockdown in its damage entry.

The monster knocks the target Prone.

Knockdown is a monster ability. The more normal equivalent ability for PCs is Trip.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Improved Push

27th June 2020 at 9:06pm
Action Free

The monster can use Push as a free action.

Requirements The monster’s last action was a success with a Strike that lists Push in its damage entry.

The monster automatically knocks the target away from the monster.

Unless otherwise noted in the ability description, the creature is pushed 5 feet.

If the attack was a critical hit, this distance is doubled.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Improvisational Defender

6th August 2020 at 5:12pm
Ancestry Feat Shoony

You are always prepared for fights that frequently disrupt seemingly peaceful times.

When you use an improvised weapon or a Shoddy weapon, you don’t take the –2 item penalty to attack rolls.

Feat Type Ancestry
AncestryShoony
Level1
Requires

Improvisational Warrior

6th August 2020 at 5:30pm
Ancestry Feat Shoony

When you use an improvised weapon, you apply the Critical Specialization of a brawling weapon to it.

Depending on the shape and nature of the improvised weapon, your GM might determine another weapon group’s critical specialization is more appropriate.

Feat Type Ancestry
AncestryShoony
Level9
RequiresImprovisational Defender

Improvise Tool

30th July 2020 at 1:39am
Feat General Skill

You can jury-rig solutions when you don’t have the proper tools on hand. You can attempt to Repair damaged items without a repair kit.

If you have the raw materials available, you can Craft a basic caltrop set, candle, compass, crowbar, fishing tackle, flint and steel, hammer, ladder, piton, rope, 10-foot pole, replacement thieves’ picks, long or short tool, or torch without consulting a basic crafter’s book.

Feat Type Skill
Level1
Skill Crafting
RequirementT
Requires

Improvised Repair

30th July 2020 at 1:10pm
Action Feat General

You are skilled at making quick fixes to damaged equipment, but your fixes aren’t meant to last forever.

You make a quick repair to a broken non-magical item in your possession.

Until the item takes damage again, you can still use it as a Shoddy item of its type.

This repair restores no Hit Points, so the item is easy to destroy.

Once the item is Repaired normally such that it is no longer Broken, it is also no longer shoddy.

Actions 3
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type General
Level3
Requires

Incapacitation

27th June 2020 at 11:15pm
Trait

An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character.

If a spell has the incapacitation trait, any creature of more than twice the spell’s level treats the result of their check to prevent being incapacitated as one degree of success better or the result of any check the spellcaster made to incapacitate them as one degree of success worse.

If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

Incline

26th July 2020 at 12:57am
Rule

An incline is an area so steep that you need to Climb using the Athletics skill in order to progress upward.

You’re Flat-Footed when Climbing an incline. (You would normally be flat-footed when Climbing.)

Incorporeal

25th July 2020 at 5:10pm
Trait

An incorporeal creature or object has no physical form.

It can pass through solid objects, including walls.

When inside an object, an incorporeal creature can’t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is Slowed 1.

Corporeal creatures can pass through an incorporeal creature, but they can’t end their movement in its space.

An incorporeal creature can’t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the Ghost Touch property rune. Likewise, a corporeal creature can’t attempt Strength-based checks against incorporeal creatures or objects.

Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Incredible Initiative

1st July 2020 at 10:03am
Feat General

You react more quickly than others can.

You gain a +2 circumstance bonus to Initiative rolls.

Feat Type General
Level1
Requires

Incredible Investiture

25th July 2020 at 5:55pm
Feat General

Prerequisites Charisma 16.

You have an incredible ability to invest more magic items.

Increase your limit on Invested items from 10 to 12.

Feat Type General
Level11
Requires

Incredible Scout

30th July 2020 at 1:59am
Feat General

When you scout, you are particularly alert for danger, granting your allies precious moments to prepare to fight.

When using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus.

Feat Type General
Level11
Requires

Indestructibility

1st August 2020 at 5:36pm
Abjuration Arcane Concentrate Divine Manipulate Occult Primal Somatic Spell Verbal

Level10
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
DurationUntil the start of your next turn
Domain

You can’t be affected by anything unless you choose to be.

For the duration of the spell, you are immune to any effect or damage that would harm you, excluding effects caused by artifacts, deific power, and similarly powerful sources.

You can still be affected by anything you’re willing to have affect you.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
SilenceVerbalCan't cast in affected area.

Indifferent

26th June 2020 at 5:43pm
Condition

This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.

A creature that is indifferent to a character doesn’t really care one way or the other about that character.

Assume a creature’s attitude to a given character is indifferent unless specified otherwise.

Indomitable Will

6th August 2020 at 10:43pm
Ability

Your rage makes it difficult to control you.

Your proficiency rank for Will saves increases to master.

When you roll a success on a Will save, you get a critical success instead.

Indulgence

4th August 2020 at 9:13pm
Domain

You feast mightily and can shake off the effects of overindulging.

Basic Domain Spell: Overstuff

Advanced Domain Spell: Take its Course

Influence Nature

30th July 2020 at 8:33pm
Action Downtime Feat General Skill

With patience and time, you can make bird calls, leave game trails, and ultimately influence the behavior of a certain type of animals in the region to favor and even aid you in the days to come.

The GM determines the DC of any check required and the amount of time your work requires (usually at least a day or two of downtime).

While you can’t directly control how you’ve influenced nature, you can hope for certain effects, such as easier hunts or birds falling silent whenever danger is approaching.

If you’re legendary in Nature, you can elicit these same adjustments to animal behavior in the area by spending only 10 minutes.

Actions
Time
Free Hands
SkillNature 
Defense
Tool
Sub-actions
Feat Type Skill
Level7
Skill Nature
RequirementM
Requires
NatureInfluence Nature
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Infused Reagents

23rd July 2020 at 8:08pm
Rule

You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost.

Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier.

You can use these reagents for either advanced alchemy or Quick Alchemy.

Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day’s preparations are instantly destroyed, and nonpermanent effects of your previous day’s infused items immediately end.

While infused reagents are physical objects, they can’t be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.

InheritModTest

20th July 2020 at 9:08pm
InheritModTest1InheritModTestLevel2

InheritModTest1

20th July 2020 at 9:14pm

Inlander

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Wisdom
SkillSurvival
Lore*Per Terrain
FeatSurvey Wildlife

Inoculation

30th July 2020 at 1:41am
General Healing Skill

You have practice combating plague, and your patients are less likely to succumb to the same disease again for a time.

When you successfully Treat Disease on someone and they fully recover from the disease, they gain a +2 circumstance bonus to saving throws against that same disease for 1 week.

Insect Form

27th July 2020 at 11:16pm
Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal

Level3
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

You envision a simple bug and transform into a Medium animal battle form.

When you cast this spell, choose ant, beetle, centipede, mantis, scorpion, or spider. You can decide the specific type of animal (such as such as a ladybug or scarab for beetle), but this has no effect on the form’s Size or statistics.

While in this form, you gain the Animal trait.

You can Dismiss this spell.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 18 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 10 temporary Hit Points.
  • Low-Light Vision.
  • One or more attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +13, and your damage bonus is +2. These attacks are Strength based (for the purpose of the Enfeebled condition). If your unarmed attack modifier is higher, you can use it instead.
  • Athletics modifier of +13, unless your own is higher.

You also gain specific abilities based on the form you choose:

  • Ant Speed 30 feet, climb Speed 30 feet; Melee mandibles, Damage 2d6 bludgeoning.
  • Beetle Speed 25 feet; Melee mandibles, Damage 2d10 bludgeoning.
  • Centipede Speed 25 feet, climb Speed 25 feet; Darkvision; Melee mandibles, Damage 1d8 piercing plus 1d4 persistent poison.
  • Mantis Speed 40 feet; imprecise scent 30 feet; Melee foreleg, Damage 2d8 bludgeoning.
  • Scorpion Speed 40 feet; Darkvision, imprecise Tremorsense 60 feet; Melee stinger, Damage 1d8 piercing plus 1d4 persistent poison; Melee pincer (Agile), Damage 1d6 bludgeoning.
  • Spider Darkvision; Melee fangs, Damage 1d6 piercing plus 1d4 persistent poison; Melee Speed 25 feet, climb Speed 25 feet; Ranged web (range increment 20 feet), Damage entangles the target for 1 round. There is no description of what "entangling a target" does, but it likely makes them Immobilized.

Heightened (4th) Your battle form is Large, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, attack modifier +16, damage bonus +6, and Athletics +16.

Heightened (5th) Your battle form is Huge, and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, attack modifier +18, damage bonus +2 and double damage dice (including persistent damage), and Athletics +20.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Inspire Competence

3rd August 2020 at 6:55pm
Bard Cantrip Composition Concentrate Emotion Enchantment Mental Spell Uncommon Verbal

Level1
Components Verbal
Cast Time
Range60 feet
Area
Target1 ally
Save
Duration1 round
Domain

Your encouragement inspires your ally to succeed at a task.

This counts as having taken sufficient preparatory actions to Aid your ally on a skill check of your choice, regardless of the circumstances.

When you later use the Aid reaction, you can roll Performane instead of the normal skill check, and if you roll a failure, you get a success instead.

If you are legendary in Performance, you automatically critically succeed.

The GM might rule that you can’t use this ability if the act of encouraging your ally would interfere with the skill check (such as a check to Sneak quietly or maintain a disguise).

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Inspire Courage

3rd August 2020 at 6:57pm
Bard Cantrip Composition Concentrate Emotion Enchantment Mental Spell Uncommon Verbal

Level1
Components Verbal
Cast Time
Range
Area60 foot Emanation
Target
Save
Duration1 round
Domain

You inspire your allies with words or tunes of encouragement.

You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against Fear effects.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Inspire HeroicsInspire CouragePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Inspire Defense

3rd August 2020 at 6:59pm
Bard Cantrip Composition Concentrate Emotion Enchantment Mental Spell Uncommon Verbal

Level2
Components Verbal
Cast Time
Range
Area60 foot Emanation
Target
Save
Duration1 round
Domain

You inspire your allies to protect themselves more effectively.

You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell’s level to physical damage.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Inspire HeroicsInspire DefensePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Inspire Heroics

6th August 2020 at 12:12am
Action Bard Concentrate Enchantment Focus Spell Free Spell Uncommon Verbal

Level4
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
Domain

You call upon your muse to greatly increase the benefits you provide to your allies with your Inspire Courage, Inspire Defense or Song of Strength composition.

If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances.

The effect of your inspire courage or inspire defense composition depends on the result of your check.

Critical SuccessThe status bonus from your inspire courage or inspire defense increases to +3.
SuccessThe status bonus from inspire courage or inspire defense increases to +2.
FailureYour inspire courage or inspire defense provides only its normal bonus of +1, but you don’t spend the Focus Point for casting this spell.
Critical Failure
Actions Free
Time
Free Hands
SkillPerformance 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Insurgent

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesStrength Wisdom
SkillDeception
LoreWarfare
FeatLengthy Diversion

Intelligence

1st August 2020 at 10:19pm
Ability Score

Intelligence measures how well your character can learn and reason.

A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages.

Intelligence governs Arcana, Crafting, Lore, Occultism and Society.

Being Stupefied, Sickened or Frightened reduces your Intelligence rolls.

These ancestries boost Intelligence:

These ancestries have flaws in Intelligence:

FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Interact

26th June 2020 at 9:47pm
Action Manipulate

You use your hand or hands to manipulate an object or the terrain.

You can grab an unattended or stored object, open a door, or produce some similar effect.

You might have to attempt a skill check to determine if your Interact action was successful.

You can use Interact to shake awake someone who's Unconscious.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Intimidating Glare

26th July 2020 at 1:12am
Feat General Skill

Prerequisites Trained in Intimidation.

You can Demoralize with a mere glare.

When you do, Demoralize loses the Auditory trait and gains the Visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Feat Type Skill
Level1
Skill Intimidation
RequirementT
Requires
Raging IntimidationIntimidating GlareGrants this automatically and gives it the rage trait.

Intimidating Prowess

26th July 2020 at 1:13am
Feat General Skill

Prerequisites Strength 16, Expert in Intimidation.

In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language.

If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2.

Feat Type Skill
Level2
Skill Intimidation
RequirementE
Requires

Intimidation

12th July 2020 at 5:24pm
Skill

Key Ability Charisma.

You bend others to your will using threats.

Actions for this skill:

Feats for this skill:

CharismaIntimidationKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Feral MutagenIntimidationAllows Bestial Mutagen to grant an item bonus.

Inventor

26th July 2020 at 1:13am
Downtime Feat General Skill

Prerequisites Master in Crafting.

You are a genius at Crafting, easily able to determine how things are made and create new inventions.

You can spend downtime to invent a common Formula that you don’t know.

This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price.

The difference is that you spend the additional time in research, design, and development, rather than in creating an item.

Once it’s complete, you add the new formula you invented to your formula book.

Feat Type Skill
Level7
Skill Crafting
RequirementM
Requires

Investigate

22nd July 2020 at 10:13pm
Activity Concentrate Exploration

You seek out information about your surroundings while traveling at half speed.

You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along.

You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find.

As with Searching or Detecting Magic, the initial result of Investigating is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with Abyssal writing, but they would need to stop to read the text or determine that it’s written in blood.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).

Invincible Mutagen

30th July 2020 at 8:52pm
Alchemist Class Feat

The fortifying additives you brew into your mutagens make your juggernaut form impervious.

Whenever you’re affected by a Juggernaut Mutagen, you gain resistance to all physical damage equal to your Intelligence modifier (minimum 0).

Feat Type Class
Level12
Requires
ClassAlchemist

Invisibility

6th August 2020 at 12:18am
Arcane Illusion Manipulate Material Occult Somatic Spell

Level2
Components Material Somatic
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration10 minutes
Domain

Cloaked in illusion, the target becomes Invisible.

This makes it Undetected to all creatures who have vision as their precise sense, though the creatures can attempt to find the target, making it Hidden to them instead.

If the target uses a Hostile Action, the spell ends after that hostile action is completed.

Heightened (4th) The spell lasts 1 minute, but it doesn’t end if the target uses a hostile action.

ArcaneThis spell can be identified using Arcana.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
True SeeingIllusionRolls automatic Counteract check.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Invisibility Sphere

6th August 2020 at 12:18am
Arcane Illusion Manipulate Material Occult Somatic Spell

Level3
Components Material Somatic
Cast Time
Range
Area10 foot Emanation
TargetYou and any number of creatures in range ie, area
Save
Duration10 minutes
Domain

You and all targets are Invisible except to each other as long as you remain within the spell’s area.

If a creature made invisible by this spell leaves the spell’s area, it becomes visible and remains so even if it returns to the spell’s area.

If any creature made invisible by this spell uses a Hostile Action, the spell ends after the hostile action is completed.

While exploring, it’s easy to move together slowly and remain invisible. This is untenable in a battle, however. Once an encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends.

Heightened (5th) The duration increases to 1 hour.

ArcaneThis spell can be identified using Arcana.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
True SeeingIllusionRolls automatic Counteract check.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Invisible

27th June 2020 at 9:46pm
Condition

While invisible, you can’t be seen.

You’re Undetected to everyone who uses vision as a primary or precise sense.

Creatures can Seek to attempt to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become Hidden to that creature until you Sneak to become undetected again.

If you become invisible while someone can already see you, you start out hidden to the observer (instead of undetected) until you successfully Sneak.

You can’t become observed while invisible except via special abilities or magic or precise senses other than vision.

Other effects might make an invisible creature hidden or even observed but Concealed. For instance, if you were tracking an invisible creature’s footprints through the snow, the footprints would make it hidden. Similarly, throwing a net over an invisible creature would make it observed but concealed for as long as the net is on the creature.

Faerie FireInvisibleMakes an invisible creature only Concealed, not undetected.
GlitterdustInvisibleReduces invisibilty to concealment on targets.
See InvisibilityInvisibleMakes invisible things only Concealed.

Invisible Item

6th August 2020 at 12:18am
Arcane Illusion Manipulate Material Occult Somatic Spell

Level1
Components Somatic Material
Cast Time
RangeTouch
Area
Target1 object
Save
Duration1 hour
Domain

You make the object Invisible.

This makes it Undetected to all creatures, though the creatures can attempt to find the target, making it Hidden to them instead if they succeed.

If the item is used as part of a Hostile Action, the spell ends after that hostile action is completed.

Making a weapon invisible typically doesn’t give any advantage to the attack, except that an invisible thrown weapon or piece of ammunition can be used for an attack without necessarily giving information about the attacker’s hiding place unless the weapon returns to the attacker.

Heightened (3rd) The duration is until the next time you make your daily preparations.

Heightened (7th) The duration is unlimited.

ArcaneThis spell can be identified using Arcana.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.

Iron Gut

2nd August 2020 at 11:52pm
Arcane Concentrate Manipulate Primal Somatic Spell Transmutation Verbal

Level2
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 hour
Domain

Your mouth, esophagus, and stomach become incredibly elastic and tougher than metal.

For the duration of the spell, you can reach down your throat to store or retrieve a single object of light or negligible Bulk in your stomach, as though your stomach were a backpack or other container. Storing and retrieving an item in this way requires an Interact action.

The object must be small enough to reasonably fit within your stomach.

It is very difficult for other creatures to notice that you are hiding an object in this way; passive observers can’t possibly notice and you gain a +4 circumstance bonus to your Stealth checks to Conceal the Object unless the searcher specifically searches your mouth and stomach.

If at the end of the spell’s duration you still have an object stored in your stomach, it is violently expelled, dealing 1d6 damage to you.

Heightened (3rd) The duration increases to 8 hours.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Iron Will

8th July 2020 at 8:40pm
Ability

Your mental defenses are an iron fortress.

Your proficiency rank for Will saves increases to expert.

Issian Partisan

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Intelligence
SkillDeception
LoreUnderworld
FeatCharming Liar

Item Facade

26th July 2020 at 11:54pm
Arcane Concentrate Illusion Manipulate Occult Somatic Spell Verbal Visual

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 object no more than 10 feet by 10 feet by 10 feet
Save
Duration1 hour
Domain

You make the target object look and feel as though it were in much better or worse physical condition.

When you cast this spell, decide whether you want to make the object look decrepit or perfect.

An item made to look decrepit appears Broken and Shoddy.

An intact item made to look better appears as though it’s brand new and highly polished or well maintained. A broken item made to look better appears to be intact and functional.

Destroyed items can’t be affected by this spell.

A creature that Interacts with the item can attempt to disbelieve the illusion.

Heightened (2nd) The duration is 24 hours.

Heightened (3rd) The duration is unlimited.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Jinxed Tengu

1st August 2020 at 10:51pm
Heritage Tengu

If you succeed at a saving throw against a Curse or Misfortune effect, you get a critical success instead.

When you would gain the Doomed condition, attempt a DC 17 flat check. On a success, reduce the value of the doomed condition you would gain by 1.

Join Pasts

6th August 2020 at 12:31am
Cantrip Divination Manipulate Mental Occult Somatic Spell Uncommon

This spell has special plot requirements that are described in Age of Ashes 3: Tomorrow Must Burn.

Level1
Components Somatic
Cast Time
RangeTouch
Area
Target2 willing creatures
Save
Duration1 round
Domain

With touches to the targets’ foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words.

When one target attempts to Recall Knowledge, the other can Aid the first target’s skill check, using any Lore skill (even if that Lore wouldn’t normally apply) without having made any preparations to Aid.

Heightened (+1) You can touch one additional target to include them in the spell’s effects. Multiple targets can attempt checks to Aid the target who is attempting to Recall Knowledge.

ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Jousting

7th July 2020 at 12:42am
Weapon Trait

The weapon is suited for mounted combat with a harness or similar means.

When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon.

In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value.

Juggernaut

6th August 2020 at 10:17pm
Ability

Your proficiency rank for Fortitude saves increases to master.

When you roll a success on a Fortitude save, you get a critical success instead.

Jump

3rd August 2020 at 12:15am
Arcane Manipulate Move Primal Somatic Spell Transmutation

Level1
Components Somatic
Cast Time
Range
Area
Target
Save
Duration
Domain

This is a spell. If you're looking for rules on just jumping normally, they're under Leap, High Jump and Long Jump.

Your legs surge with strength, ready to leap high and far.

You jump 30 feet in any direction without touching the ground.

You must land on a space of solid ground within 30 feet of you, or else you Fall after using your next action.

Heightened (3rd) The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the Leap action.

ArcaneThis spell can be identified using Arcana.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
ImmobilizedMoveCan't move.
True SeeingTransmutationRolls automatic Counteract check to see real form.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Kalistrade Follower

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Intelligence
SkillDiplomacy
LoreKalistrade
FeatBargain Hunter

Keen Eyes

1st August 2020 at 10:24pm
Ability

Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss.

You gain a +2 circumstance bonus when using the Seek action to find Hidden or Undetected creatures within 30 feet of you.

When you target an opponent that is Concealed from you or Hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Keen Flair

7th August 2020 at 12:03am
Ability Swashbuckler

You inflict particularly devastating attacks on even well-defended foes.

When you Strike with a weapon or unarmed attack with which you have master proficiency, if you roll a 19 on the die and the roll is a success, you critically succeed instead.

Keen Follower

30th July 2020 at 1:16pm
Feat General

Your keen observation of your allies has made you better at following their lead.

When using the Follow the Expert activity in exploration mode, you gain a +3 circumstance bonus if the ally you are following is an expert and a +4 circumstance bonus if your ally is a master.

Feat Type General
Level3
Requires

Ki Blast

6th August 2020 at 9:38pm
Concentrate Evocation Focus Spell Force Manipulate Monk Somatic Spell Uncommon Verbal

Level3
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area15 foot Cone or more
Target
Save Fortitude
Duration
Domain

You unleash your ki as a powerful blast of force that deals 2d6 force damage.

If you use 2 actions to cast ki blast, increase the size of the cone to 30 feet and the damage to 3d6.

If you use 3 actions to cast ki blast, increase the size of the cone to 60 feet and the damage to 4d6.

Each creature in the area must attempt a basic Fortitude saving throw. In addition to the usual effects, the creature is push 5 feet on a failure and 10 feet on a critical failure.

Heightened (+1) The damage increases by 1d6, or by 2d6 if you use 2 or 3 actions.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Sacred KiKi BlastCan make damage your deity's alignment.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ForceStopped by Yellow wall.

Ki Rush

6th August 2020 at 9:42pm
Concentrate Focus Spell Monk Spell Transmutation Uncommon Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
Domain

Accelerated by your ki, you move with such speed you become a blur.

Move two times: two Strides, two Steps, or one Stride and one Step (in either order).

You gain the Concealed condition during this movement and until the start of your next turn.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Ki Strike

6th August 2020 at 9:43pm
Concentrate Focus Spell Spell Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
Domain

You focus your ki into magical attacks.

Make an unarmed Strike or Flurry of Blows (this doesn’t change the limit on using only one Flourish per turn).

You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage.

This damage can be any of the following types of your choice, chosen each time you Strike: Force , Lawful (only if you’re lawful), Negative , or Positive .

Heightened (+4) The extra damage increases by 1d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Sacred KiKi StrikeCan make strike your deity's alignment.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Kip Up

20th July 2020 at 9:49pm
Action Feat Free General MCIR Skill

Prerequisites Master in Acrobatics.

You stand up.

This movement doesn't trigger reactions.

This movement isn't a Move action.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Skill
Level7
Skill Acrobatics
RequirementM
Requires

Knock

26th July 2020 at 11:58pm
Arcane Concentrate Manipulate Occult Somatic Spell Transmutation Verbal

Level2
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 door, lock, or container
Save
Duration1 minute
Domain

You make the target easier to open.

Ktock grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an Athletics or a Thievery check. (Probably with Force Open or Pick a Lock, respectively.)

You can attempt a Thievery check to open the target as part of casting knock, and you add your level even if you’re untrained.

Knock Counteracts Lock.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Knockdown

27th June 2020 at 8:59pm
Action

Requirements The monster’s last action was a success with a Strike that lists Knockdown in its damage entry.

The monster knocks the target Prone.

Knockdown is a monster ability. The more normal equivalent ability for PCs is Trip.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Know Direction

26th July 2020 at 11:59pm
Cantrip Concentrate Detection Divination Divine Manipulate Occult Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration
Domain

In your mind’s eye, you see a path northward.

You immediately know which direction is north (if it exists at your current location).

Heightened (7th) You can instead know the direction to a familiar location, such as a previous home or a favorite tavern.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall57DivinationBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Know the Enemy

5th August 2020 at 9:12pm
Cleric Divination Focus Spell Fortune Manipulate Reaction Somatic Spell Uncommon

Level4
Components Somatic 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
DomainKnowledge (Domain)

Trigger You roll Initiative and can see a creature, you succeed at an Attack Roll against a creature, or a creature fails a saving throw against one of your spells.

Use a Recall Knowledge action, rolling the appropriate skill check to identify the triggering creature’s abilities. You can roll your check twice and use the better result.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
FortuneDoesn't stack with other Fortune effects, and cancels with Misfortune.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.
Faerie DustReactionCan't be used while affected.

Knowledge (Domain)

4th August 2020 at 9:13pm
Domain

You recieve divine insights.

Basic Domain Spell: Scholarly Recollection

Advanced Domain Spell: Know the Enemy

Kobold

1st August 2020 at 10:46pm
Ancestry Humanoid Kobold Uncommon
Base HP6
SizeSmall
Speed25
BoostsDexterity Charisma Free
FlawsConstitution
LanguagesCommon Draconic

Special Abilities

Heritages

Level 1 Kobold Feats

Level 5 Kobold Feats

Level 9 Kobold Feats

Level 13 Kobold Feats

Level 17 Kobold Feats

UncommonYou can't normally gain this by character advancement.

Kyonin Emissary

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Intelligence
SkillSociety
LorePolitics
FeatMultilingual

Laborer

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesConstitution Strength
SkillAthletics
LoreLabor
FeatHefty Hauler

Land on your Feet

1st August 2020 at 10:44pm
Ability

When you Fall, you take only half the normal damage and don’t land Prone.

Lasting Coercion

26th July 2020 at 1:14am
Feat General Skill

Prerequisites Expert in Intimidation.

When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM.

If you’re legendary, the maximum increases to a month.

Feat Type Skill
Level2
Skill Intimidation
RequirementE
Requires

Lastwall Survivor

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Wisdom
SkillMedicine
LoreUndead
FeatBattle Medicine

Lay on Hands

3rd August 2020 at 7:33pm
Champion Focus Spell Healing Manipulate Necromancy Positive Somatic Spell Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
RangeTouch
Area
Target1 Willing living creature or 1 Undead creature
Save
Duration
Domain

Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch.

If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round.

Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.

Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.

Lead Climber

30th July 2020 at 1:17pm
Feat General Skill

When climbing, you can prepare routes for others to follow, and you can pull your allies up to avoid disaster.

When your allies attempt to Climb a route you set using the Follow the Expert exploration activity, if any of them critically fail their checks to Climb, you can attempt an Athletics check against the same DC.

If you succeed, your ally fails instead of critically failing.

If you also critically fail, you both experience the consequences of the critical failure.

Feat Type Skill
Level2
Skill Athletics
RequirementE
Requires

Leap

2nd July 2020 at 3:34pm
Action Move

You take a careful, short jump.

You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet.

If you have Powerful Leap, you can leap 5' further.

You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more).

If you Leap vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.

If you have Powerful Leap, you can leap up to 5 feet vertically.

Jumping a greater distance requires using the Athletics skill.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
JumpLeapCan modify leap to a fixed length of 30 feet.
Powerful LeapLeapIncrease horizontal by 5 feet, and can jump 5 feet up.
Raging AthleteLeapLeap distance increases by 5 feet.
Wall JumpLeapCan chain jump actions that end adjacent walls.
ImmobilizedMoveCan't move.

Learn a Spell

25th July 2020 at 3:21pm
Action Concentrate Exploration Trained

Requirements You have a spellcasting class feature, and the spell you want to learn is on your magical tradition’s spell list.

You can gain access to a new spell of your tradition from someone who knows that spell or from magical writing like a spellbook or scroll.

If you can cast spells of multiple traditions, you can Learn a Spell of any of those traditions, but you must use the corresponding skill to do so. For example, if you were a cleric with the bard multiclass archetype, you couldn’t use Religion to add an occult spell to your bardic spell repertoire.

To learn the spell, you must do the following:

  • Spend 1 hour per level of the spell, during which you must remain in conversation with a person who knows the spell or have the magical writing in your possession.
  • Have materials with the Price indicated in Table 4–3.
  • Attempt a skill check for the skill corresponding to your tradition (DC determined by the GM, often close to the DC on Table 4–3). Uncommon or rare spells have higher DCs; full guidelines for the GM appear on page 503.
  • If you have a spellbook, Learning a Spell lets you add the spell to your spellbook; if you prepare spells from a list, it’s added to your list; if you have a spell repertoire, you can select it when you add or swap spells.
Spell LevelPriceTypical DC
1st or cantrip2 gp15
2nd6 gp18
3rd16 gp20
4th36 gp23
5th70 gp26
6th140 gp28
7th300 gp31
8th650 gp34
9th1,500 gp36
10th7,000 gp41

Critical SuccessYou expend half the materials and learn the spell.
SuccessYou expend the materials and learn the spell.
FailureYou fail to learn the spell but can try again after you gain a level. The materials aren’t expended.
Critical FailureAs failure, plus you expend half the materials.
Actions
Time
Free Hands
SkillArcana Religion Occultism Nature 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Magical ShorthandLearn a SpellReduces time needed to learn spells.
ArcanaLearn a Spell
IntelligenceArcanaKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
ReligionLearn a Spell
Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
OccultismLearn a Spell
IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.
NatureLearn a Spell
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Learned Guard Prodigy

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Agents of Edgewatch Player's Guide.

Stat ChoicesIntelligence Wisdom
SkillArcana Occultism
Lore
FeatRecognize Spell

Leave Tree Shape

30th July 2020 at 11:49pm
Action Concentrate Implied

Implied by Tree Shape.

While in tree form, you can observe everything around you, but you can’t act other than to end the spell, and your turn, by using a single action, which has the Concentrate trait.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Legendary Codebreaker

26th July 2020 at 1:15am
Feat General Skill

Prerequisites Legendary in Society.

Your skill with languages and codes is so great that you can decipher information with little more than a quick read through a text.

You can Decipher Writing using Society while reading at normal speed.

If you slow down and spend the full amount of time that’s ordinarily required and roll a success, you get a critical success; if you critically succeed while spending the normal amount of time, you gain a nearly word-for-word understanding of the document.

The PDF index lists this as "Legendary Codebreaking".

Feat Type Skill
Level15
Skill Society
RequirementL
Requires

Legendary Guide

30th July 2020 at 1:58am
Feat General Skill

You know the wilderness so well that you can help your party travel through it with ease.

When you are setting the path for your party through wilderness terrain, your party gains a +10-foot circumstance bonus to its Speed for the purpose of calculating the party’s travel speed, your party’s travel speed doesn’t decrease in Difficult Terrain, and greater difficult terrain halves your party’s travel speed instead of reducing it to a third.

This doesn’t increase your party’s Speed during an encounter or allow your party to ignore difficult terrain during an encounter.

Feat Type Skill
Level15
Skill Survival
RequirementL
Requires

Legendary Linguist

1st July 2020 at 8:21pm
Feat General Skill

Prerequisites Legendary in Society, Multilingual.

You’re so skilled with languages you can create a pidgin instantly.

You can always talk to any creature that has a language—even a language you don’t know— by creating a new pidgin language that uses simplified terms and conveys basic concepts.

To do so, you must first understand at least what medium of communication the creature uses (speech, sign language, and so on).

Feat Type Skill
Level15
Skill Society
RequirementL
Requires

Legendary Medic

26th July 2020 at 1:15am
Feat General Skill

Prerequisites Legendary in Medicine.

You’ve discovered medical breakthroughs or techniques that achieve miraculous results.

Once per day for each target, you can spend 1 hour treating that target and attempt a Medicine check to remove a Disease or the Blinded, Deafened, Doomed, or Drained condition.

Use the DC of the disease or of the spell or effect that created the condition.

If the effect’s source is an artifact, above 20th level, or similarly powerful, increase the DC by 10.

Feat Type Skill
Level15
Skill Medicine
RequirementL
Requires

Legendary Negotiation

1st July 2020 at 8:24pm
Action Feat General Skill

Prerequisites Legendary in Diplomacy.

You can negotiate incredibly quickly in adverse situations.

You attempt to Make an Impression and then Request your opponent cease their current activity and engage in negotiations.

You take a –5 penalty to your Diplomacy check. The GM sets the DC of the Request based on the circumstances—it’s generally at least a very hard DC of the creature’s level.

Some creatures might simply refuse, and even those who agree to parley might ultimately find your arguments lacking and return to violence.

Actions 3
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Skill
Level15
Skill Diplomacy
RequirementL
Requires

Legendary Parents

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Age Of Ashes 6.

Stat ChoicesCharisma Dexterity
SkillIntimidation
LoreGenealogy
FeatGroup Coercion

Legendary Performer

26th July 2020 at 1:16am
Feat General Skill

Prerequisites Legendary in Performance, Virtuosic Performer.

Your fame has spread throughout the lands.

NPCs who succeed at a DC 10 Society check to Recall Knowledge have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the NPC’s disposition. For instance, if you’re well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you.

When you Earn Income with Performance, you attract higher-level audiences than your location would allow, as audiences flock to see you. For instance, rulers and angels might travel to your small tower in the woods to hear you perform. Typically, this increases the audiences available by 2 levels or more, determined by the GM.

Feat Type Skill
Level15
Skill Performance
RequirementL
Requires

Legendary Professional

26th July 2020 at 1:17am
Feat General Skill

Prerequisites Legendary in Lore.

Your fame has spread throughout the lands (for instance, if you have Warfare Lore, you might be a legendary general or tactician).

NPCs who succeed at a DC 10 Society check to Recall Knowledge have heard of you and usually have an attitude toward you one step better than normal, depending on your reputation and the NPC’s disposition. For instance, if you’re well-known for cruel and demanding behavior, creatures might be intimidated by you, rather than be friendly toward you.

When you Earn Income with Lore, you attract higher-level jobs than your location would allow, as people flock to consult you. Typically, this increases the jobs available by 2 levels or more, determined by the GM.

Feat Type Skill
Level15
Skill Lore
RequirementL
Requires

Legendary Sneak

26th July 2020 at 1:17am
Feat General Skill

Prerequisites Legendary in Stealth, Swift Sneak.

You’re always sneaking unless you choose to be seen, even when there’s nowhere to hide.

You can Hide and Sneak even without cover or being concealed.

When you use the Avoid Notice exploration activity, you can move at full Speed and use another exploration activity at the same time.

When you employ an exploration tactic other than Avoid Notice, you also gain the benefits of Avoiding Notice unless you choose not to.

Feat Type Skill
Level15
Skill Stealth
RequirementL
Requires

Legendary Survivalist

1st July 2020 at 11:35pm
Feat General Skill

Prerequisites Legendary in Survival.

You can survive indefinitely without food or water and can endure severe, extreme, and incredible cold and heat without taking damage from doing so.

Feat Type Skill
Level15
Skill Survival
RequirementL
Requires

Legendary Thief

26th July 2020 at 1:18am
Feat General Skill

Prerequisites Legendary in Thievery, Pickpocket.

Your ability to Steal defies belief.

You can attempt to Steal something that is actively wielded or that would be extremely noticeable or time consuming to remove (like worn shoes or armor).

You must do so slowly and carefully, spending at least 1 minute (and significantly longer for items that are normally time consuming to remove, like armor).

Throughout this duration you must have some means of staying hidden, such as the cover of darkness or a bustling crowd.

You take a –5 penalty to your Thievery check.

Even if you succeed, if the item is extremely prominent—like a suit of full plate armor onlookers will quickly notice it’s gone after you steal it.

Feat Type Skill
Level15
Skill Thievery
RequirementL
Requires

Lengthy Diversion

26th July 2020 at 1:18am
Feat General Skill

Prerequisites Trained in Deception.

When you critically succeed to Create a Diversion, you continue to remain hidden after the end of your turn.

This effect lasts for an amount of time that depends on the diversion and situation, as determined by the GM (minimum 1 additional round).

Feat Type Skill
Level1
Skill Deception
RequirementT
Requires

Leshy

1st August 2020 at 10:38pm
Ancestry Leshy Plant Uncommon
Base HP8
SizeSmall
Speed25
BoostsConstitution Wisdom Free
FlawsIntelligence
LanguagesCommon Sylvan

Special Abilities

Heritages

Level 1 Leshy Feats

Level 5 Leshy Feats

Level 9 Leshy Feats

Level 13 Leshy Feats

Level 17 Leshy Feats

UncommonYou can't normally gain this by character advancement.

LevelDC

22nd July 2020 at 10:18pm
0:14
1:15
2:16
3:18
4:19
5:20
6:22
7:23
8:24
9:26
10:27
11:28
12:30
13:31
14:32
15:34
16:35
17:36
18:38
19:39
20:40
21:42
22:44
23:46
24:48
25:50

Levitate

27th July 2020 at 12:10am
Arcane Concentrate Evocation Manipulate Occult Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 unattended object or willing creature
Save
Duration5 minutes
Domain

You defy gravity and levitate the target 5 feet off the ground.

For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the Concentrate trait.

A creature floating in the air from levitate takes a –2 circumstance penalty to attack rolls.

A floating creature can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn.

If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling).

The GM determines which surfaces can be climbed or crawled across.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Liberating Command

2nd August 2020 at 11:53pm
Concentrate Enchantment Mental Occult Spell Verbal

Level1
Components Verbal
Cast Time
Range60 feet
Area
Target1 creature
Save
Duration
Domain

You call out a liberating cry, urging an ally to break free of an effect that holds them in place.

If the target is Grabbed, Immobilized, or Restrained, it can immediately use a reaction to attempt to Escape.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Lie

25th July 2020 at 3:09pm
Action Auditory Concentrate Linguistic Mental Secret

You try to fool someone with an untruth.

Doing so takes at least 1 round, or longer if the lie is elaborate.

You roll a single Deception check and compare it against the Perception DC of every creature you are trying to fool. If they have Lie to Me, they can use their Deception DC instead if it is better.

The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a creature to believe than simpler and more believable lies, and some lies are so big that it’s impossible to get anyone to believe them.

At the GM’s discretion, if a creature initially believes your lie, it might attempt a Perception check later to Sense Motive against your Deception DC to realize it’s a lie. This usually happens if the creature discovers enough evidence to counter your statements.

Critical SuccessIf you have Charming Liar, the target believes your lie and their attitude improves by one step, once per conversation.
SuccessThe target believes your lie.
FailureThe target doesn’t believe your lie and gains a +4 circumstance bonus against your attempts to Lie for the duration of your conversation. The target is also more likely to be suspicious of you in the future.
Critical Failure

If you have Confabulator, the bonus the target gets based on previous failed attempts to lie is reduced.

Actions
Time
Free Hands
SkillDeception 
DefensePerception
Tool
Sub-actions
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
LinguisticYour target must be able to understand your language.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SecretThe GM makes the roll for this in secret.
Charming LiarLieOn a crit, you improve target's attitude.
ConfabulatorLieReduces circumstance bonus from previous attempts.
Deceptive WorshipLieUse Occultism to lie about your religion.
GlibnessLieGives +4 status and halves circumstance penalties.
Lie to MeLieCan use Deception instead of Perception to detect lie.
Oathkeeper DwarfLie+1 circumstance to spot lies, -4 circumstance to lie.
DeceptionLie
CharismaDeceptionKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Face in the CrowdDeception+2 status in a crowd.
Safeguard SecretDeception+4 status vs revealing secret.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Lie to Me

26th July 2020 at 1:18am
Feat General Skill

Prerequisites Trained in Deception.

You can use Deception to weave traps to trip up anyone trying to deceive you.

If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed.

This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

Feat Type Skill
Level1
Skill Deception
RequirementT
Requires

Lifesense

27th June 2020 at 9:04pm
Ability

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range.

The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Light

30th July 2020 at 9:02pm
Arcane Cantrip Concentrate Divine Evocation Light Manipulate Occult Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 object of 1 Bulk or less, either unattended or possessed by you or a Willing ally
Save
DurationUntil the next time you make your daily preparations
Domain

The object glows, casting bright light in a 20-foot radius and dim light for the next 20 feet, like a Torch.

If you cast this spell again on a second object, the light spell on the first object ends.

Heightened (4th) The object sheds bright light in a 60-foot radius and dim light for the next 60 feet.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Light Armor Expertise

6th August 2020 at 10:18pm
Ability

You’ve learned how to dodge while wearing light or no armor.

Your proficiency ranks for light armor and unarmored defense increase to expert.

Light Armor Mastery

6th August 2020 at 10:25pm
Ability

Your skill with light armor improves, increasing your ability to dodge blows.

Your proficiency ranks for light armor and unarmored defense increase to master.

Light Blindness

27th June 2020 at 9:05pm
Ability

As long as the monster is in an area of bright light, it’s Dazzled.

When first exposed to bright light, the monster is Blinded until the end of its next turn.

After this exposure, light doesn’t blind the monster again until after it spends 1 hour in darkness. (It does still dazzle it.)

Lightning

4th August 2020 at 9:31pm
Domain

You control electricity, thunder, and storms.

Basic Domain Spell:

Advanced Domain Spell:

Lightning Bolt

27th July 2020 at 12:16am
Arcane Concentrate Electricity Evocation Manipulate Primal Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
Range
Area120 foot Line
Target
Save Reflex
Duration
Domain

A bolt of lightning strikes outward from your hand, dealing 4d12 Electricity damage with a basic Reflex save.

Heightened (+1) The damage increases by 1d12.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall14ElectricityStopped by Yellow wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Lightning Reflexes

6th August 2020 at 10:35pm
Ability

Your reflexes are lightning fast.

Your proficiency rank for Reflex saves increases to expert.

Lightning Storm

6th August 2020 at 12:10am
Concentrate Electricity Evocation Manipulate Material Primal Somatic Spell Verbal

Level5
Components Somatic Verbal Material
Cast Time
Range120 feet
Area5 foot Burst
Target
Save Reflex
DurationSustained up to 1 minute
Domain

You create a black, rumbling storm cloud and call down one lightning bolt.

The bolt is a vertical line from the storm cloud to the ground below, dealing 4d12 electricity damage to creatures in the spell’s area (basic Reflex save).

The first time you Sustain the Spell each round, you can call another lightning bolt within the area.

If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn.

Heightened (+1) The damage of each bolt increases by 1d12.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ElectricityStopped by Yellow wall.

Line

19th July 2020 at 7:40pm
Area

A line shoots forth from you in a straight line in a direction of your choosing.

The line affects each creature whose space it overlaps.

Unless a line effect says otherwise, it is 5 feet wide. For example, the lightning bolt spell’s area is a 60-foot line that’s 5 feet wide.

Lingering Composition

3rd August 2020 at 7:07pm
Action Bard Concentrate Enchantment Focus Spell Free Spell Uncommon Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
Domain

You add a flourish to your composition to extend its benefits.

If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check.

The DC is usually a standard-difficulty DC of a level equal to the highest‑level target of your composition, but the GM can assign a different DC based on the circumstances.

The effect depends on the result of your check.

Critical SuccessThe composition lasts 4 rounds.
SuccessThe composition lasts 3 rounds.
FailureThe composition lasts 1 round, but you don't spend the focus point for casting this spell.
Critical Failure

This can work on:

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Linguistic

30th June 2020 at 3:46pm
Trait

An effect with this trait depends on language comprehension.

A linguistic effect that targets a creature works only if the target understands the language you are using.

Litany

3rd August 2020 at 7:38pm
Term

Litanies are special devotion spells, typically used by champions and requiring a single action, that usually give temporary immunity to further litanies.

Litany Against Sloth

3rd August 2020 at 7:34pm
Champion Concentrate Evocation Focus Spell Good Litany Spell Uncommon Verbal

Level5
Components Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 Evil creature
Save Will
Duration1 round
Domain

Your litany rails against the sin of sloth, interfering with the target’s ability to react.

The target must attempt a Will save.

A particularly slothful creature, such as a sloth demon, uses the outcome one degree of success worse than the result of its saving throw.

The target becomes temporarily immune to all of your litanies for 1 minute.

Critical SuccessThe target is unaffected.
SuccessThe target can't use Reaction s.
FailureThe target can't use Reactions and is Slowed 1.
Critical FailureThe target can't use Reactions and is Slowed 2.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
GoodGood damage harms only evil creatures.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Litany Against Wrath

3rd August 2020 at 7:40pm
Champion Concentrate Evocation Focus Spell Good Litany Spell Uncommon Verbal

Level3
Components Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 Evil creature
Save Will
Duration1 round
Domain

Your litany rails against the sin of wrath, punishing the target for attacking good creatures.

The target must attempt a Will save.

A particularly wrathful creature, such as a wrath demon, uses the outcome one degree of success worse than the result of its saving throw.

The target then becomes temporarily immune to all of your litanies for 1 minute.

Heightened (+1) The damage increases by 1d6.

Critical SuccessThe target is unaffected.
SuccessThe first time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
FailureEach time the target uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
Critical FailureThe target is Enfeebled 2. Each time it uses an action that deals damage to at least one good creature, the target takes 3d6 good damage.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
GoodGood damage harms only evil creatures.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Litany of Depravity

3rd August 2020 at 7:40pm
Champion Concentrate Evil Evocation Focus Spell Litany Spell Uncommon Verbal

Level7
Components Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 Good creature
Save
Duration1 round
Domain

Your litany calls into question the morals your foe claims to hold dear.

The target gains Weakness 7 to evil, then becomes temporarily immune to all your litanies for 1 minute.

Heightened (+1) The weakness increases by 1.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EvilEvil damage harms only good creatures.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Litany of Righteousness

3rd August 2020 at 7:39pm
Champion Concentrate Evocation Focus Spell Good Litany Spell Uncommon Verbal

Level7
Components Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 Evil creature
Save
Duration1 round
Domain

Your litany denounces an evildoer, rendering it susceptible to the powers of good.

The target gains Weakness 7 to good.

The target then becomes temporarily immune to all of your litanies for 1 minute.

Heightened (+1) The weakness increases by 1.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
GoodGood damage harms only evil creatures.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Litany of Self-Interest

3rd August 2020 at 7:43pm
Champion Concentrate Enchantment Evil Focus Spell Litany Mental Spell Uncommon Verbal

Level7
Components Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration1 round
Domain

You give a speech that fills your target with a drive to improve themself to the exclusion of assisting others.

The target makes a Will saving throw. If they succeed, they are not affected. A creature that wants to gain the benefit of this spell and doesn’t care about its limitations can voluntarily fail the save.

If a creature fails or critically fails, they gain a +2 status bonus to attack rolls, Perception checks, saving throws, and skill checks. The target can’t Aid other creatures, consider any creature an ally, or use spells or abilities that directly benefit another creature (as determined by the GM), even if they also benefit the target.

Other creatures allied with the spell’s target can still consider the target an ally and affect it accordingly.

Heightened (8th) The status bonus increases to +3.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EvilEvil damage harms only good creatures.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Lizardfolk

1st August 2020 at 10:42pm
Ancestry Humanoid Lizardfolk
Base HP8
SizeMedium
Speed25
BoostsStrength Wisdom Free
FlawsIntelligence
LanguagesCommon Iruxi

Special Abilities

Heritages

Level 1 Lizardfolk Feats

Level 5 Lizardfolk Feats

Level 9 Lizardfolk Feats

Level 13 Lizardfolk Feats

Level 17 Lizardfolk Feats

Lizardfolk Claws

1st August 2020 at 10:41pm

Your sharp claws offer an alternative to the fists other humanoids bring to a fight.

You have a claw unarmed attack that deals 1d4 slashing damage and has the Agile and Finesse traits.

Local Scion

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Age Of Ashes Player's Guide.

Stat ChoicesCharisma Constitution
SkillCrafting
LoreBreachill
FeatSpeciality Crafting

Localized Quake

5th August 2020 at 9:14pm
Concentrate Focus Spell Manipulate Somatic Spell Verbal

Level4
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area15 foot Emanation or 15 foot Cone
Target
Save Reflex
Duration
DomainEarth (Domain)

You shake the earth, toppling nearby creatures.

Choose whether the spell’s area is a 15-foot emanation or a 15-foot cone when you cast it.

Each creature in the area standing on solid ground may take 4d6 bludgeoning damage with a basic Reflex saving throw.

Any creature that rolls a failure or critical failure on the basic Reflex save also falls Prone.

Heightened (+1) Increase the damage by 2d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Locate

27th July 2020 at 12:19am
Arcane Concentrate Detection Divination Divine Manipulate Material Occult Somatic Spell Uncommon Verbal

Level3
Components Material Somatic Verbal
Cast Time10 minutes
Range500 feet
Area
Target1 specific object or type of object
Save
DurationSustained
Domain

You learn the direction to the target (if you picked a specific object, such as “my mother’s sword”) or the nearest target (if you picked a type of object, such as “swords”).

If the target is a specific object, you must have observed it directly with your own senses. If it’s a type of object, you still need to have an accurate mental image of the type of object.

If there’s lead or running water between you and the target, this spell can’t locate the object. This means you might find a type of object farther away if the nearest one is behind lead or running water.

Heightened (5th) You can target a specific creature or ancestry instead of an object, but you must have met or seen up close the creature or ancestry you want to target.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Lock

27th July 2020 at 12:22am
Abjuration Arcane Concentrate Divine Manipulate Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 lock, or a door or container with a latch
Save
Duration1 day
Domain

The target’s latch mechanism clinks shut, held fast by unseen magical restraints.

When you magically lock a target, you set an Athletics and Thievery DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher.

Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door.

If the target is opened, the spell ends.

Assuming the target is not barred or locked in some additional way, you can unlock and open it with an Interact action during which you touch the target.

This does not end the spell.

You can Dismiss this spell at any time and from any distance.

Heightened (2nd) The duration increases to unlimited, but you must expend 6 gp worth of gold dust as an additional cost.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Long Jump

23rd July 2020 at 10:52pm
Action Untrained

You Stride, then make a horizontal Leap and attempt an Athletics check to increase the length of your jump.

If you have Quick Jump, you can Long Jump as a single action but you don't Stride.

The DC of the Athletics check is equal to the total distance in feet you’re attempting to move during your Leap (so you’d need to succeed at a DC 20 check to Leap 20 feet). You can’t Leap farther than your Speed. This DC might be increased or decreased due to the situation, as determined by the GM.

If you didn’t Stride at least 10 feet, or if you attempt to jump in a different direction than your Stride, you automatically fail your check unless you have Quick Jump.

If you have Wall Jump, you can jump a second time off a wall as a single action.

If you have Cloud Jump, you jump a number of feet equal to the DC you roll tripled, limited to your Speed times the number of actions you spent jumping.

Critical Success
SuccessIncrease the maximum horizontal distance you Leap to the desired distance.
FailureYou Leap normally.
Critical FailureYou Leap normally, but then fall and land Prone.
Actions 2
Time
Free Hands
SkillAthletics 
Defense
Tool
Sub-actions
Cloud JumpLong JumpTriples long jump distance up to speed action limit.
Quick JumpLong JumpUse jump without striding as 1 action.
Raging AthleteLong JumpLowers DC by 10 when raging.
Shifting SandLong Jump-1 status in the area.
Wall JumpLong JumpCan chain jump actions that end adjacent walls.
AthleticsLong Jump
Athletic RushAthletics+2 status.
Song of StrengthAthletics+1 status on rolls, and DCs against athletics actions.
Inspire HeroicsSong of StrengthPerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
LeapLong Jump
JumpLeapCan modify leap to a fixed length of 30 feet.
Powerful LeapLeapIncrease horizontal by 5 feet, and can jump 5 feet up.
Raging AthleteLeapLeap distance increases by 5 feet.
Wall JumpLeapCan chain jump actions that end adjacent walls.

Longstrider

27th July 2020 at 12:23am
Arcane Concentrate Manipulate Primal Somatic Spell Transmutation Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 hour
Domain

You lengthen your stride beyond what should be possible.

You gain a +10-foot status bonus to your Speed.

Heightened (2nd) The duration increases to 8 hours.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Lore

6th August 2020 at 5:23pm
Skill

Key Ability Intelligence.

You have specialized information on a narrow topic.

Lore features many subcategories. You might have Military Lore, Sailing Lore, Vampire Lore, or any similar subcategory of the skill.

Each subcategory counts as its own skill, so applying a skill increase to Planar Lore wouldn’t increase your proficiency with Sailing Lore, for example.

You gain a specific subcategory of the Lore skill from your background. The GM determines what other subcategories they’ll allow as Lore skills, though these categories are always less broad than any of the other skills that allow you to Recall Knowledge, and they should never be able to fully or mainly take the place of another skill’s Recall Knowledge action. For instance, Magic Lore wouldn’t enable you to recall the same breadth of knowledge covered by Arcana, Adventuring Lore wouldn’t simply give you all the information an adventurer needs, and Planar Lore would not be sufficient to gain all the information spread across various skills and subcategories such as Heaven Lore.

If you have multiple subcategories of Lore that could apply to a check or that would overlap with another skill in the circumstances, you can use the skill with the better skill modifier or the one you would prefer to use.

If there’s any doubt whether a Lore skill applies to a specific topic or action, the GM decides whether it can be used or not.

Lore types suggested in backgrounds: , *Per Ancestry, *Per Animal, *Per City, *Per Cult, *Per Deity, *Per Haunt, *Per Plane, *Per Settlement, *Per Terrain, , , Absalom, Abyss, Abyssal, Academia, Accounting, Alchemical, Alcohol, Anatomy, Ancient Osirion, Animal, Architecture, Art, Assassin, Azlant, Boneyard, Breachill, Business, Circus, Clown, Cooking, Crowd, Curse, Dahak, Darklands or Desert or Jungle, Desert, Dragon, Engineering, Farming, Fey, Forest, Fortune-Telling, Games, Genealogy, Genealogy or Heraldry, Gladiatorial, Goblin, Government, Guild, Hell, Heraldry or Warfare, Herbalism, Kalistrade, Kintargo, Labor, Legal, Legal or Warfare, Mercantile, Mercenary, Mining, Mzali, Ocean, Ooze, Orc, Pathfinder Society, Plains, Politics, Portal, Quah, Razmir, Revolution, Rope, Sailing, Sarkorian History, Scam, Scribing, Shadow Plane, Shory, Spirit, Surgery, Swamp, Tanning, Thassilon, Theater, Undead, Underworld, Warfare, Weather, Westcrown, Wilderness,

Lore types suggested in other abilities: Dwarven, Shoony, Underworld, Warfare,

Actions for this skill:

Feats for this skill:

IntelligenceLoreKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Loremaster's Etude

3rd August 2020 at 7:09pm
Action Bard Divination Focus Spell Fortune Free Manipulate Somatic Spell Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
Range30 feet
Area
TargetYou or the triggering ally
Save
Duration
Domain

Trigger You or an ally within range attempts a skill check to Recall Knowledge.

You call upon your muse’s deep mysteries, granting the target a greater ability to think and recall information.

Roll the triggering Recall Knowledge skill check twice and use the better result.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
FortuneDoesn't stack with other Fortune effects, and cancels with Misfortune.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Low-Light Vision

27th June 2020 at 9:05pm
Ability

The creature can see in dim light as though it were bright light.

It ignores the Concealed condition due to dim light.

Loyal Empath

6th August 2020 at 5:24pm
Ancestry Feat Shoony

You have incredible empathy for your friends and family, and you have an innate timing for helping others in distress.

You can use the Aid reaction to grant a bonus to another creature’s Will saving throw.

As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to bravely withstand the effect.

Feat Type Ancestry
AncestryShoony
Level5
Requires
Steadfast AllyLoyal EmpathRemoves need to prepare.

Luck (Domain)

4th August 2020 at 9:14pm
Domain

You're unnaturally lucky and keep out of harm's way.

Basic Domain Spell: Bit of Luck

Advanced Domain Spell: Lucky Break

Lucky Break

5th August 2020 at 9:16pm
Cleric Concentrate DIvination Focus Spell Fortune Reaction Spell Uncommon Verbal

Level4
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
DomainLuck (Domain)

Trigger You fail (but don’t critically fail) a saving throw.

Reroll the saving throw and use the better result. You then become temporarily immune for 10 minutes.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
FortuneDoesn't stack with other Fortune effects, and cancels with Misfortune.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Faerie DustReactionCan't be used while affected.
ChromaWall57DIvinationBlocked by Indigo wall.

Lumber Consortium Laborer

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesDexterity Strength
SkillAthletics
LoreForest
FeatAssurance

Mad Monkeys

1st August 2020 at 5:48pm
Concentrate Conjuration Manipulate Primal Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
Range30 feet
Area5 foot Burst
Target
Save Fortitude Reflex
DurationSustained up to 1 minute
Domain

Magical monkey spirits fill the area as they pile and climb on top of one another.

Because the monkeys are magical spirits, they can’t be attacked or hurt.

Casting Calm Emotions or a similar effect over the monkeys makes them docile, causing them to cease making mischief for the duration of mad monkeys.

Choose the kind of mischief your monkeys make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and each round when you Sustain the Spell. When you Sustain the Spell, you can move the area of the monkeys by 5 feet.

  • Flagrant Burglary The monkeys try to Steal any one item from one creature in the area. Use your spell DC – 10 as the monkeys’ Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys—even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell’s area you choose.
  • Raucous Din The monkeys screech loudly, potentially deafening creatures in the spell’s area. Each creature in the spell’s area must attempt a Fortitude save.
Critical SuccessThe creature is unaffected and is temporarily immune for 10 minutes.
SuccessThe creature is unaffected.
FailureThe creature is Deafened for 1 round.
Critical FailureThe creature is Deafened for 1 minute.
  • Tumultuous Gymnastics The monkeys jump and climb all over creatures in the spell’s area, interfering with complex movements. Each creature in the spell’s area must attempt a Reflex save.
Critical SuccessThe creature is unaffected and is temporarily immune for 10 minutes.
SuccessThe creature is unaffected.
FailureFor 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a Manipulate action. If it fails this check, the creature loses that action.
Critical FailureAs failure, but the monkeys cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell’s area.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Magaambya Academic

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Intelligence
SkillArcana Nature
LoreAcademia
FeatRecognize Spell

Mage Armor

27th July 2020 at 12:26am
Abjuration Arcane Concentrate Manipulate Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
DurationUntil the next time you make your {{daily preparations|Rest}}
Domain

You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5.

While wearing mage armor, you use your unarmored proficiency to calculate your AC.

Heightened (4th) You gain a +1 item bonus to saving throws.

Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.

Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.

Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Mage Hand

27th July 2020 at 12:28am
Arcane Cantrip Concentrate Evocation Manipulate Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 unattended object of light Bulk or less
Save
DurationSustained
Domain

You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet.

Because you’re levitating the object, you can move it in any direction.

When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.

Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.

Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.

Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Magic (Domain)

4th August 2020 at 9:14pm
Domain

You perform the unexpected and inexplicable.

Basic Domain Spell: Magic's Vessel

Advanced Domain Spell: Mystic Beacon

Magic Aura

27th July 2020 at 12:30am
Arcane Concentrate Illusion Manipulate Material Occult Somatic Spell Uncommon Verbal

Level1
Components Material Somatic Verbal
Cast Time1 minute
RangeTouch
Area
Target1 object of 3 bulk or less
Save
DurationUntil the next time you make your daily preparations
Domain

You alter the appearance of an item’s magic aura.

You can choose to have the target’s aura appear as that of common magic item of twice magic aura’s level or lower, or to have it register as being under the effects of a spell of your choice of magic aura’s level or lower.

If the target is magical, you can instead choose to have it appear as entirely non-magical.

A caster using Detect Magic or study aura (they probably mean Read Aura) of an equal or higher spell level can attempt to disbelieve the illusion from magic aura.

Magic aura doesn’t mask the aura of spells that are 9th level or higher or of items that are 19th level or higher.

Heightened (3rd) You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature’s aura appear as if it were under the effect of a spell you know.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingIllusionRolls automatic Counteract check.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Magic Fang

30th July 2020 at 9:04pm
Concentrate Manipulate Primal Somatic Spell Transmutation Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 willing creature
Save
Duration1 minute
Domain

Choose one of the target’s unarmed attacks.

You cause that unarmed attack to shine with primal energy.

The unarmed attack becomes a +1 Striking unarmed attack, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two if it only had one.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingTransmutationRolls automatic Counteract check to see real form.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Magic Missile

27th July 2020 at 12:34am
Arcane Concentrate Evocation Force Manipulate Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 creature
Save
Duration
Domain

You send a dart of force streaking toward a creature that you can see.

It automatically hits and deals 1d4+1 Force damage.

For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions.

You choose the target for each missile individually.

If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

If you shoot only one missile, this spell is but it still has both Verbal and Somatic components. This is an exception to the usual rules for number of actions to cast.

Heightened (+2) You shoot one additional missile with each action you spend.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14ForceStopped by Yellow wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Magic Mouth

6th August 2020 at 12:00am
Arcane Auditory Concentrate Illusion Manipulate Occult Somatic Spell Verbal Visual

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature or object
Save
DurationUnlimited
Domain

You specify a trigger and a message up to 25 words long.

When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the magic mouth spell ends.

Because the mouth is an illusion, a target immune to illusions may miss the message!

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Magic Stone

1st August 2020 at 5:50pm
Concentrate Divine Manipulate Necromancy Positive Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 or 3 non-magical stones or sling bullets
Save
Duration1 minute
Domain

You can use 1 to 3 actions to cast this spell. Regardless of how many you use, it always has Somatic and Verbal components.

You pour positive energy into ordinary stones, granting them temporary magical properties.

You can target 1 non-magical stone or sling bullet for every action you use Casting this Spell. The stones must be unattended or carried by you or a willing ally.

The stones become +1 Striking Disrupting sling bullets.

Each stone can be used only once, after which it crumbles to dust.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.

Magic Weapon

27th July 2020 at 12:38am
Arcane Concentrate Divine Manipulate Occult Somatic Spell Transmutation Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 non-magical weapon that is unattended or wielded by you or a willing ally
Save
Duration1 minute
Domain

The weapon glimmers with magic and energy.

The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Magic's Vessel

5th August 2020 at 9:23pm
Cleric Enchantment Focus Spell Manipulate Somatic Spell Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
RangeTouch
Area
Target1 creature
Save
DurationSustained up to 1 minutes
DomainMagic (Domain)

A creature becomes a receptacle for pure magical energy sent by your deity.

The target gains a +1 status bonus to saving throws.

Each time you Cast a Spell from your spell slots, you automatically Sustain this Spell and grant its target resistance to damage from spells until the start of your next turn.

This resistance is equal to the level of the spell you cast.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Magical Crafting

26th July 2020 at 1:18am
Feat General Skill

Prerequisites Expert in Crafting.

You can Craft magic items, though some have other requirements.

When you select this feat, you gain formulas for four common magic items of 2nd level or lower.

Feat Type Skill
Level2
Skill Crafting
RequirementE
Requires

Magical Shorthand

26th July 2020 at 1:19am
Feat General Skill

Prerequisites Expert in Arcana, Nature, Occultism, or Religion.

Learning spells comes easily to you.

If you’re an expert in a tradition’s associated skill, you take 10 minutes per spell level to learn a spell of that tradition, rather than 1 hour per spell level. If you’re a master in the tradition’s associated skill, learning a spell takes 5 minutes per spell level, and if you’re legendary, it takes 1 minute per spell level.

If you fail to learn the spell, you can try again after 1 week or after you gain a level, whichever comes first.

You can use downtime to learn and inscribe new spells. This works as if you were using Earn Income with the tradition’s associated skill, but instead of gaining money, you choose a spell available to you to learn and gain a discount on learning it, learning it for free if your earned income equals or exceeds its cost.

Feat Type Skill
Level2
Skill Arcana Nature Occultism Religion
RequirementE
Requires

Magnificent Mansion

27th July 2020 at 12:40am
Arcane Concentrate Conjuration Extradimensional Manipulate Material Occult Somatic Spell Uncommon Verbal

Level7
Components Material Somatic Verbal
Cast Time1 minute
Range30 feet
Area
Target
Save
Duration24 hours
Domain

You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance.

The entrance connects to the plane where you Cast the Spell, appearing anywhere within the spell’s range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high.

You designate who can enter when you cast the spell.

Once inside, you can shut the entrance, making it invisible. You and the creatures you designated can reopen the door at will, just like opening a physical door.

Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall.

While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for Plane Shift, which can be used to enter the mansion.

You can use Scrying magic and similar effects to observe the outside only if they’re capable of crossing planes.

A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the Unseen Servant spell, though they’re visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Make an Impression

25th July 2020 at 3:17pm
Action Auditory Concentrate Exploration Linguistic Mental

With at least 1 minute of conversation, during which you engage in charismatic overtures, flattery, and other acts of goodwill, you seek to make a good impression on someone to make them temporarily agreeable.

At the end of the conversation, attempt a Diplomacy check against the Will DC of one target, modified by any circumstances the GM sees fit.

Good impressions (or bad impressions, on a critical failure) last for only the current social interaction unless the GM decides otherwise.

If you have Impressive Performance, you can Make an Impression using Performance instead of Diplomacy.

Critical SuccessThe target’s attitude toward you improves by two steps.
SuccessThe target’s attitude toward you improves by one step.
Failure
Critical FailureThe target’s attitude toward you worsens by one step.
Actions
Time
Free Hands
SkillDiplomacy 
DefenseWill
Tool
Sub-actions
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
LinguisticYour target must be able to understand your language.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
Courtly GracesMake an ImpressionUse Society to impress nobles.
Esteemed VisitorMake an ImpressionPromotes fumbles using Diplomacy in a settlement.
Glad-HandMake an ImpressionMake an impression on first meeting at -5.
Group ImpressionMake an ImpressionImpress multiple targets based on proficiency.
Impressive PerformanceMake an ImpressionImpress with Performance.
DiplomacyMake an Impression
CharismaDiplomacyKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Oathkeeper DwarfDiplomacy+2 circumstance to prove true honesty.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Malignant Sustenance

5th August 2020 at 9:24pm
Concentrate Focus Spell Manipulate Somatic Spell Verbal

Level4
Components Somatic Verbal 1 Focus Point
Cast Time
RangeTouch
Area
Target1 Willing undead creature
Save
Duration1 minute
DomainUndeath

You embed a seed of negative energy in an Undead creature, restoring its unnatural vigor.

The target gains Fast Healing 7.

This healing comes from negative energy, so it heals the undead rather than damaging it.

Heightened (+1) The fast healing increases by 2.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Mammoth Speaker

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Wisdom
SkillNature
LoreAnimal
FeatTrain Animal

Mana Wastes Refugee

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Intelligence
SkillArcana
LoreWilderness
FeatTrick Magic Item

Maneuver in Flight

25th July 2020 at 3:49pm
Action Move Trained

Requirements You have a fly Speed.

You try a difficult maneuver while flying. Attempt an Acrobatics check. The GM determines what maneuvers are possible, but they rarely allow you to move farther than your fly Speed.

Critical Success
SuccessYou succeed at the maneuver.
FailureYour maneuver fails. The GM chooses if you simply can’t move or if some other detrimental effect happens. The outcome should be appropriate for the maneuver you attempted (for instance, being blown off course if you were trying to fly against a strong wind).
Critical FailureAs failure, but the consequence is more dire.
Actions 1
Time
Free Hands
SkillAcrobatics 
Defense
Tool
Sub-actions
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Aerobatics MasteryManeuver in FlightBonus, plus combine multiple maneuvers.
AcrobaticsManeuver in Flight
DexterityAcrobaticsKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
ImmobilizedMoveCan't move.

Manipulate

29th June 2020 at 8:08pm
Trait

You must physically manipulate an item or make gestures to use an action with this trait.

Creatures without a suitable appendage can’t perform actions with this trait.

Manipulate actions often trigger reactions.

Manipulate actions can trigger an Attack of Opportunity.

Having the manipulate trait alone does not necessarily mean that an action requires a free hand.

Gaseous FormManipulatePrevents Manipulate actions.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Mantis Scion

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesDexterity Wisdom
SkillStealth
LoreAssassin
FeatAssurance

Mariner's Curse

30th July 2020 at 8:59pm
Arcane Concentrate Curse Manipulate Necromancy Occult Primal Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save Will
Duration
Domain

You afflict the target with the curse of the roiling, unforgiving sea.

The target must attempt a Will save.

Critical SuccessThe target is unaffected.
SuccessThe target becomes Sickened 1. Reducing its sickened condition to 0 ends the curse.
FailureThe target becomes Sickened 1 and can't reduce its Sickened condition below 1 while the curse remains. The curse can be lifted by Remove Curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also Slowed 1.
Critical FailureAs failure, but the target becomes Sickened 2.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Martial Disciple

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesDexterity Strength
SkillAcrobatics Athletics
LoreWarfare
FeatCat Fall or Quick Jump

Mask of Terror

27th July 2020 at 12:46am
Arcane Concentrate Emotion Fear Illusion Manipulate Mental Occult Primal Somatic Spell Verbal Visual

Level7
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration1 minute
Domain

The target appears to be a gruesome and terrifying creature. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs, but a demon observing the target might see a glowing angelic visage.

When any creature attempts a Hostile Action against the target, the creature must attempt a Will save.

It is then temporarily immune until the end of its next turn.

Heightened (8th) You can target up to 5 creatures. If a creature uses a hostile action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror.

The non-heightened version does not explicitly mention reactions, but it is generally assumed that the intent is not that hostile reactions are a different class from hostile actions.

Critical SuccessThe creature is unaffected.
SuccessThe creature is unaffected.
FailureThe creature becomes Frightened 2 before using its action.
Critical FailureThe creature becomes Frightened 2, and its action fails and is wasted.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
Veil of ConfidenceFearOn fumbled save, spell ends and frightened is 1 greater.
True SeeingIllusionRolls automatic Counteract check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Massacre

27th July 2020 at 12:49am
Arcane Concentrate Death Divine Manipulate Necromancy Negative Primal Somatic Spell Verbal

Level9
Components Somatic Verbal
Cast Time
Range
Area60 foot Line
Target
Save Fortitude
Duration
Domain

You unleash a wave of necromantic energy to snuff out the life force of those in its path.

Each creature of 17th level or lower in the line must attempt a Fortitude save.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes 9d6 negative damage.
FailureThe creature takes 100 negative damage.
Critical FailureThe creature dies.

If the damage from massacre reduces a creature to 0 Hit Points, that creature dies instantly.

If massacre doesn’t kill even a single creature, the negative energy violently explodes back toward you, dealing an additional 30 negative damage to every creature in the line (even those above 17th level) and 30 negative damage to you.

Heightened (10th) The spell can affect creatures up to 19th level. Increase the damage to 10d6 on a success, and to 115 on a failure.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall14NegativeStopped by Yellow wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Material

30th July 2020 at 1:37pm

A material component is a bit of physical matter consumed in the casting of the spell.

Material components aren’t ubiquitous like somatic and verbal components. They’re used primarily for spells with physical effects, especially ones with a longer duration or that alter or control a large area, such as walls or zones of dangerous terrain. A material component pouch typically contains everything you need. This doesn’t mean the materials are interchangeable, though—one spell might need powdered iron and another a particular gemstone.

The spell gains the Manipulate trait and requires you to have a free hand to retrieve and manipulate a material component.

That component is expended in the casting (even if the spell is disrupted).

Except in extreme circumstances, you can assume all common components are included in a material component pouch.

If you’re a Bard Casting a Spell from the Occult tradition while holding a musical instrument, you can can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don’t need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.

If you’re a Cleric Casting a Spell from the Divine tradition while holding a divine focus (such as a religious symbol or text), you can replace any material component the spell requires by using the divine focus as a Focus component instead. Unlike the normal rules for a focus component, you can’t retrieve or stow the focus when making this substitution.

If you’re a Druid Casting a Spell from the Primal tradition while holding a primal focus (such as holly and mistletoe), you can replace any material component the spell requires by using the primal focus as a Focus component instead. Unlike the normal rules for a focus component, you can’t retrieve or stow the focus when making this substitution.

If you’re a Sorcerer Casting a Spell from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a Somatic component.

Maze

27th July 2020 at 12:53am
Arcane Concentrate Conjuration Extradimensional Manipulate Occult Somatic Spell Teleportation Verbal

Level8
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
DurationSustained
Domain

You transport the target into an extradimensional maze of eldritch origin and trap it there.

Once each turn, the target can spend 1 action to attempt a Survival check or Perception check against your spell DC to escape the maze.

The possible outcomes are as follows.

Critical SuccessThe target escapes and the spell ends.
SuccessThe target is on the right path to the exit. If the target was already on the right path, it escapes the maze and the spell ends.
FailureThe target makes no progress toward escape.
Critical FailureThe target makes no progress toward escape, and if it was on the right path, it no longer is.

Teleportation magic doesn’t help the creature escape unless the magic can transport across planes, such as Plane Shift.

When the spell ends, either because the target escaped or the duration ran out, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled.

Note that the target still gets 3 actions per turn and does not have to attempt to escape the maze every round. They can use their remaining actions to, for example, cast spells on themselves.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Medicine

12th July 2020 at 5:26pm
Skill
ChirurgeonMedicineCan use Crafting in place of Medicine.
WisdomMedicineKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Medium Armor Expertise

6th August 2020 at 10:39pm
Ability

You’ve learned to defend yourself better against attacks.

Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.

Mega Bomb

23rd July 2020 at 10:05pm
Action Additive Alchemist Class Feat

Additive 3.

Prerequisites Expanded Splash.

Requirements You are holding an Infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level.

You add an incredibly powerful additive to a held bomb to create a mega bomb, greatly increasing its area and power.

You use an Interact action to throw the mega bomb, rather than Strike, and you don’t make an attack roll.

The mega bomb affects creatures in a 30-foot-radius burst, centered within 60 feet of you.

The bomb deals damage as if each creature were the primary target, with a basic Reflex save.

On a failed save, a creature also takes any extra effects that affect a primary target (such as Flat-Footed from Bottled Lightning).

While all targets in the area take splash damage as primary targets, there is no further splash beyond that area.

If your next action after creating a mega bomb isn’t an Interact action to throw it, the mega bomb denatures and loses all effects.

Actions 1
Time
Free Hands
Skill
DefenseReflex
Tool
Sub-actions
Feat Type Class
Level20
RequiresExpanded Splash
ClassAlchemist
AdditiveOne per alchemy item, increases item level by the given amount.

Meld into Stone

27th July 2020 at 12:57am
Arcane Concentrate Earth Manipulate Primal Somatic Spell Transmutation Verbal

Level3
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes
Domain

You merge with an adjacent block of stone with enough volume to fit you and your worn and held possessions.

You must touch the stone when you Cast the Spell.

You can hear, but not see, what’s going on outside the stone, and you can cast spells while in the stone as long as they don’t require line of effect beyond the stone.

Significant physical damage to the stone while you are inside it expels you and deals 10d6 damage to you.

Passwall expels you without dealing damage and ends meld into stone.

You can Dismiss this spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Menagerie Dung Sweeper

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Wisdom
SkillNature
LoreAnimal
FeatTrain Animal

Mending

27th July 2020 at 12:59am
Arcane Concentrate Divine Manipulate Occult Primal Somatic Spell Transmutation Verbal

Level1
Components Somatic Verbal
Cast Time10 minutes
RangeTouch
Area
Target1 non-magical object of light Bulk or less
Save
Duration
Domain

You repair the target item.

You restore 5 Hit Points per spell level to the target, potentially removing the Broken condition if this repairs it past the item’s Broken Threshold.

You can’t replace lost pieces or repair an object that’s been completely destroyed.

Heightened (2nd) You can target a non-magical object of 1 Bulk or less.

Heightened (3rd) You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingTransmutationRolls automatic Counteract check to see real form.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Mental

29th June 2020 at 8:30pm
Trait

A mental effect can alter the target’s mind.

It has no effect on an object or a Mindless creature.

Non-area Mental effects have no effect on Swarm Minds.

Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Merabite Prodigy

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesDexterity Intelligence
SkillCrafting
LoreAlchemical
FeatSpeciality Crafting

Merchant

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesCharisma Intelligence
SkillDiplomacy
LoreMercantile
FeatBargain Hunter

Merciful Elixir

30th July 2020 at 8:53pm
Action Additive Alchemist Class Feat Free

Frequency once per round

Trigger You craft an Elixir of Life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level.

Additive 2.

You mix a special additive into your elixir that calms the drinker’s body and mind.

The elixir of life attempts to Counteract one Fear effect or one effect imposing the Paralyzed condition on the drinker, using the item’s level and a counteract modifier equal to your class DC – 10.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level10
Requires
ClassAlchemist
AdditiveOne per alchemy item, increases item level by the given amount.
Greater Merciful ElixirMerciful ElixirAllows elixir to counteract more conditions.

Message

27th July 2020 at 1:01am
Arcane Auditory Cantrip Concentrate Divine Illusion Linguistic Mental Occult Spell Verbal

Level1
Components Verbal
Cast Time
Range120 feet
Area
Target1 creature
Save
Duration
Domain

You mouth words quietly, but instead of coming out of your mouth, they’re transferred directly to the ears of the target.

While others can’t hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you.

The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so.

If they respond, their response is delivered directly to your ear, just like the original message.

"Others can't hear your words any better than if you normally mouthed them" implies that others may be able to use Lip Reading.

Heightened (3rd) The spell’s range increases to 500 feet.

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
LinguisticYour target must be able to understand your language.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
True SeeingIllusionRolls automatic Counteract check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Message Rune

2nd August 2020 at 11:55pm
Arcane Concentrate Divination Linguistic Manipulate Material Mental Occult Somatic Spell Verbal

Level1
Components Somatic Verbal Material
Cast Time5 minutes
RangeTouch
Area
Target1 flat unattended surface
Save
Duration1 day
Domain

You record a message up to 5 minutes long and inscribe a special rune on any flat unattended surface within reach.

The nature of the rune’s appearance is up to you, but it is visible to everyone and it must be no smaller than 2 inches in diameter.

You also specify a Trigger that creatures must meet to activate the rune.

For the duration of the spell, creatures who meet the criteria of the trigger can touch the rune to hear the recorded message in their head as though you were speaking to them telepathically.

You know when someone is listening to the message, but you do not know who is listening to it.

You can Dismiss the spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
LinguisticYour target must be able to understand your language.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Metamagic

11th July 2020 at 7:07pm
Trait

Actions with the metamagic trait tweak the properties of your spells.

These actions usually come from metamagic feats.

You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action.

Any additional effects added by a metamagic action are part of the spell’s effect, not of the metamagic action itself.

Metamagical Experimentation

11th July 2020 at 7:16pm
Splat

You’ve realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects.

You gain a 1st-level metamagic wizard feat as a bonus feat. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.

Meteor Swarm

27th July 2020 at 1:04am
Arcane Concentrate Evocation Fire Manipulate Primal Somatic Spell Verbal

Level9
Components Somatic Verbal
Cast Time
Range500 feet
Area4 40-foot Bursts
Target
Save Reflex
Duration
Domain

You call down four meteors that explode in a fiery blast.

Each meteor deals 6d10 Bludgeoning damage to any creatures in the 10-foot burst at the center of its area of effect before exploding, dealing 14d6 Fire damage to any creatures in its 40-foot burst. The target makes a single basic Reflex save against all the damage.

The meteors’ central 10-foot bursts can’t overlap, and a creature takes the same amount of fire damage no matter how many overlapping explosions it’s caught in.

The saving throw applies to both the bludgeoning and the fire damage.

Heightened (+1) The bludgeoning damage increases by 1d10, and the fire damage increases by 2d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Might

4th August 2020 at 9:14pm
Domain

Your physical power is bolstered by divine strength.

Basic Domain Spell: Athletic Rush

Advanced Domain Spell: Enduring Might

Mighty Rage

6th August 2020 at 10:37pm
Action Barbarian Free

When you gain this action as a Barbarian, your proficiency rank for your barbarian class DC increases to Expert.

Trigger You use the Rage action on your turn.

Use an action that has the Rage trait.

Alternatively, you can increase the actions of the triggering Rage to 2 to instead use a 2-action activity with the rage trait.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Mind Blank

6th August 2020 at 7:26pm
Abjuration Arcane Concentrate Manipulate Occult Somatic Spell Uncommon Verbal

Level8
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
DurationUntil the next time you make your daily preparations
Domain

Powerful wards hide a creature from divination magic.

The target gains a +4 status bonus to saves against Mental effects.

Mind Blank attempts to Counteract any Detection , Revelation , and Scrying effects as if its spell level were 1 higher than its actual level.

On a success, the divination effect functions normally except that it detects nothing about the target and its possessions. For instance, Detect Magic would still detect other magic in the area, but not any magic on the target.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Mind Probe

27th July 2020 at 1:10am
Arcane Concentrate Divination Linguistic Manipulate Material Mental Occult Somatic Spell Uncommon Verbal

Level5
Components Material Somatic Verbal
Cast Time1 minute
Range30 feet
Area
Target1 creature
Save Will
DurationSustained up to 1 minute
Domain

You cast your thoughts through a creature’s mind, sifting for information.

You access the target’s memories and knowledge unless it fends you off with a Will save.

Critical SuccessThe target is unaffected.
SuccessThe target is unaffected.
FailureThe spell takes effect.
Critical FailureThe spell takes effect and the target takes a -4 circumstance penalty to Deception checks against your questions.

If the spell takes effect, then each round of the spell’s duration, you can Sustain the Spell to ask a different question and attempt to uncover the answer.

For each question, the target can attempt a Deception check against your spell DC; if the target succeeds, you don’t learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful.

Once you’ve asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
LinguisticYour target must be able to understand your language.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Mind Reading

27th July 2020 at 1:13am
Arcane Concentrate Detection Divination Manipulate Mental Occult Somatic Spell Uncommon Verbal

Level3
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration1 round or Sustained up to 1 minute
Domain

With a cursory mental touch, you attempt to read the target’s mind.

It must attempt a Will save.

The target then becomes temporarily immune to your mind reading for 1 hour.

Critical SuccessThe target perceives vague surface thoughts from you when you Cast the Spell.
SuccessYou find out whether the target’s Intelligence modifier is higher than, equal to, or lower than yours.
FailureYou perceive vague surface thoughts from the target when you Cast the Spell, and you find out whether its Intelligence modifier is higher than, equal to, or lower than yours.
Critical FailureAs failure, and for the duration of the spell, you can Sustain the Spell to detect the target’s surface thoughts again. The target doesn’t receive any additional saves.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Mindblank Mutagen

30th July 2020 at 8:53pm
Alchemist Class Feat

With a minor adjustment of ratios in the formula for your serene mutagen, you gain mental protections.

When you’re affected by a Serene Mutagen, Detection , Revelation , and Scrying effects of 9th level or lower detect nothing from you or your possessions and auras. For instance, Detect Magic would still detect other magic in the area, but not any magic on you.

Feat Type Class
Level18
Requires
ClassAlchemist

Mindless

29th June 2020 at 8:26pm
Trait

A mindless creature has either programmed or rudimentary mental attributes.

Most, if not all, of their mental ability modifiers are –5.

They are immune to all Mental effects.

Mindlink

27th July 2020 at 1:16am
Concentrate Divination Manipulate Mental Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 willing creature
Save
Duration
Domain

You link your mind to the target’s mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Miner

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesStrength Wisdom
SkillSurvival
LoreMining
FeatTerrain Expertise Underground

Minion

27th June 2020 at 11:16pm
Trait

Minions are creatures that directly serve another creature.

A creature with this trait can use only 2 actions per turn and can’t use reactions.

Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that’s a spell or magic item effect like a summoned minion you Sustain a Spell or Sustain an Activation; and if not otherwise specified, you issue a verbal command, which is a single action with the Auditory and Concentrate traits.

If given no commands, by default minions use no actions except to defend themselves or to escape obvious harm.

If left unattended for long enough, typically 1 minute, Mindless minions usually don’t act, animals often indulge their creature comforts, and sapient minions act how they please.

Miracle

27th July 2020 at 10:57pm
Concentrate Divination Divine Manipulate Material Somatic Spell Verbal

Level10
Components Material Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration
Domain

You request aid directly from your divine source.

Your divine source always refuses a request out of line with its nature, and it might grant a different request (potentially more powerful or better fitting its nature) than the one you asked for.

A casting of miracle can do any of the following things.

  • Duplicate any Divine spell of 9th level or lower.
  • Duplicate any non-divine spell of 7th level or lower.
  • Produce any effect whose power level is in line with the above effects.
  • Reverse certain effects that refer to the Wish spell.

The GM might allow you to try using miracle to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect.

Divine spells that can be duplicated: Abyssal Plague, Agonizing Despair, Air Bubble, Air Walk, Alarm, Anathematic Reprisal, Animate Dead, Antimagic Field, Augury, Bane, Banishment, Bind Soul, Bind Undead, Blade Barrier, Bless, Blinding Fury, Brand the Impenitent, Breath of Life, Calm Emotions, Charitable Urge, Chill Touch, Chilling Darkness, Circle of Protection, Command, Comprehend Language, Continual Flame, Create Food, Create Water, Crisis of Faith, Crusade, Darkness (Spell), Darkvision, Daze, Deafness, Death Knell, Death Ward, Detect Alignment, Detect Magic, Detect Poison, Dimensional Anchor, Dimensional Lock, Discern Lies, Discern Location, Dispel Magic, Disrupt Undead, Disrupting Weapons, Divine Aura, Divine Decree, Divine Inspiration, Divine Vessel, Divine Wrath, Dream Message, Drop Dead, Dull Ambition, Eclipse Burst, Endure Elements, Energy Aegis, Enervation, Enhance Victuals, Ethereal Jaunt, Faerie Fire, Familiar's Face, Fear, Field of Life, Final Sacrifice, Finger of Death, Flame Strike, Forbidding Ward, Foresight, Forgotten Lines, Freedom of Movement, Gentle Repose, Ghostly Tragedy, Ghoulish Cravings, Globe of Invulnerability, Glyph of Warding, Harm, Heal, Heroism, Holy Cascade, Know Direction, Light, Locate, Lock, Magic Stone, Magic Weapon, Massacre, Mending, Message, Moment of Renewal, Outcast's Curse, Overwhelming Presence, Pet Cache, Plane Shift, Prestigitation, Protection (Spell), Prying Eye, Purify Food and Drink, Raise Dead, Ray of Enfeeblement, Read Aura, Read Omens, Reaper's Lantern, Regenerate, Remove Curse, Remove Disease, Remove Fear, Remove Paralysis, Repulsion, Resist Energy, Restoration, Restore Senses, Righteous Might, Safe Passage, Sanctified Ground, Sanctuary, Scintillating Safeguard, Seal Fate, Searing Light, See Invisibility, Sending, Shadow Blast, Shield Other, Shield, Show the Way, Sigil, Silence, Sound Burst, Spell Immunity, Spellwrack, Spirit Blast, Spirit Link, Spirit Sense, Spiritual Anamnesis, Spiritual Epidemic, Spiritual Guardian, Spiritual Weapon, Stabilize, Status, Stone Tell, Stone to Flesh, Sudden Blight, Summon Celestial, Summon Fiend, Summon Instrument, Sunburst, Talking Corpse, Telepathic Demand, Thoughtful Gift, Tongues, True Seeing, Undetectable Alignment, Vampiric Exsanguination, Vampiric Maiden, Vampiric Touch, Ventriloquism, Vital Beacon, Wail of the Banshee, Wall of Flesh, Water Breathing, Water Walk, Weapon of Judgment, Whirling Scarves, Zealous Conviction, Zone of Truth,

Non-Divine spells that can be duplicated: Aberrant Whispers, Abundant Step, Abyssal Wrath, Acid Arrow, Acid Splash, Acid Storm, Acidic Burst, Aerial Form, Agile Feet, Agitate, Allegro, Ancestral Memories, Angelic Halo, Angelic Wings, Animal Form, Animal Messenger, Animal Vision, Animate Rope, Animated Assault, Animus Mine, Ant Haul, Anticipate Peril, Appearance of Wealth, Aqueous Orb, Arcane Countermeasure, Artistic Flourish, Athletic Rush, Baleful Polymorph, Barkskin, Befuddle, Bestial Curse, Bit of Luck, Black Tentacles, Blanket of Stars, Blind Ambition, Blink, Blister, Blistering Invective, Blur, Burning Hands, Captivating Adoration, Celestal Brand, Chain Lightning, Chameleon Coat, Champion's Sacrifice, Charm, Charming Touch, Chilling Spray, Chroma Leach, Chromatic Wall, Clairaudience, Clairvoyance, Cloak of Colors, Cloak of Shadow, Cloudkill, Collective Transposition, Color Spray, Commanding Lash, Competitive Edge, Cone of Cold, Confusion, Contingency, Control Water, Counter Performance, Countless Eyes, Cozy Cabin, Crashing Wave, Creation (Spell), Crushing Despair, Cry of Destruction, Cup of Dust, Curse of Lost Time, Dancing Lights, Darkened Eyes, Dazzing Flash, Death's Call, Deja Vu, Delusional Pride, Destructive Aura, Detect Scrying, Diabolic Edict, Dimension Door, Dinosaur Form, Dirge of Doom, Disintegrate, Dismantle, Disperse into Air, Divine Lance, Dominate, Downpour, Dragon Breath, Dragon Claws, Dragon Form, Dragon Wings, Drain Life, Dreamer's Call, Dreaming Potential, Duplicate Foe, Earthbind, Electric Arc, Elemental Burst, Elemental Form, Elemental Motion, Embrace the Pit, Endure, Enduring Might, Enlarge, Entangle, Enthrall, Eradicate Undeath, Exchange Image, Expeditious Excavation, Extend Spell, Face in the Crowd, Faerie Dust, False Life, False Vision, Feast of Ashes, Feather Fall, Feeblemind, Feet to Fins, Fey Disappearance, Fiery Body, Fire Ray, Fire Seeds, Fire Shield, Fireball, Flame Barrier, Flaming Sphere, Fleet Step, Flesh to Stone, Floating Disk, Fly (Spell), Force Cage, Forced Quiet, Fungal Hyphae, Fungal Infestation, Gaseous Form, Ghost Sound, Ghostly Weapon, Glibness, Glimpse the Truth, Glitterdust, Goblin Pox, Goodberry, Gravity Well, Grease, Grim Tendrils, Grisly Growths, Gust of Wind, Hallucination, Hallucinatory Terrain, Haste, Heal Animal, Healer's Blessing, Heat Metal, Hideous Laughter, House of Imaginary Walls, Humanoid Form, Hurtling Stone, Hydraulic Torrent, Hymn of Healing, Hypercognition, Hypnotic Pattern, Ice Storm, Ill Omen, Illusory Creature, Illusory Disguise, Illusory Object, Impaling Spike, Imprint Message, Insect Form, Inspire Competence, Inspire Courage, Inspire Defense, Inspire Heroics, Invisibility Sphere, Invisibility, Invisible Item, Iron Gut, Item Facade, Join Pasts, Jump, Ki Blast, Ki Rush, Ki Strike, Knock, Know the Enemy, Lay on Hands, Levitate, Liberating Command, Lightning Bolt, Lightning Storm, Lingering Composition, Litany Against Sloth, Litany Against Wrath, Litany of Depravity, Litany of Righteousness, Litany of Self-Interest, Localized Quake, Longstrider, Loremaster's Etude, Lucky Break, Mad Monkeys, Mage Armor, Mage Hand, Magic Aura, Magic Fang, Magic Missile, Magic Mouth, Magic's Vessel, Magnificent Mansion, Malignant Sustenance, Mariner's Curse, Mask of Terror, Meld into Stone, Message Rune, Mind Probe, Mind Reading, Mindlink, Mirror Image, Misdirection, Mislead, Modify Memory, Moon Frenzy, Moonbeam, Mystic Beacon, Nature's Bounty, Negate Aroma, Nightmare, Nondetection, Noxious Vapors, Object Reading, Obscuring Mist, Ode to Ouroborus, Overstuff, Paranoia, Pass Without Trace, Passwall, Penumbral Shroud, Perfected Form, Perfected Mind, Pest Form, Phantasmal Calamity, Phantasmal Killer, Phantasmal Treasure, Phantom Pain, Phantom Steed, Plant Form, Positive Luminance, Possession (Spell), Power Word Blind, Precious Metals, Primal Summons, Prismatic Spray, Private Sanctum, Produce Flame, Project Image, Protector's Sacrifice, Protector's Sphere, Pulse of the City, Pummeling Rubble, Purple Worm Sting, Pushing Gust, Quench, Ray of Frost, Read Fate, Rebuke Death, Reflective Scales, Resilient Sphere, Retributive Pain, Retrocognition, Reverse Gravity, Rope Trick, Rusting Grasp, Safeguard Secret, Savor the Sting, Scholarly Recollection, Scrying, Sculpt Sound, Secret Chest, Secret Page, Shadow Siphon, Shadow Walk, Shape Stone, Shape Wood, Share Lore, Shared Nightmare, Shatter, Shattering Gem, Shifting Sand, Shillelagh, Shocking Grasp, Shockwave, Shrink Item, Shrink, Silver's Refrain, Sleep, Slough Skin, Slow, Snowball, Solid Fog, Song of Marching, Song of Strength, Soothe, Soothing Ballad, Soothing Words, Speak With Animals, Speak With Plants, Spectral Hand, Spell Turning, Spider Climb, Spider Sting, Spike Stones, Splash of Art, Stinking Cloud, Stoneskin, Stormwind Flight, Strange Geometry, Subconscious Suggestion, Sudden Shift, Suggestion, Summon Animal, Summon Construct, Summon Dragon, Summon Elemental, Summon Entity, Summon Fey, Summon Giant, Summon Plant or Fungus, Sweet Dream, Symphony of the Unfettered Heart, Synaptic Pulse, Synesthesia, Take its Course, Tanglefoot, Tangling Creepers, Telekinetic Haul, Telekinetic Maneuver, Telekinetic Projectile, Telepathic Bond, Telepathy (Spell), Teleport, Tempest Surge, Temporary Tool, Tempt Fate, Tether, Threefold Aspect, Tidal Surge, Time Beacon, Touch of Corruption, Touch of Idiocy, Touch of Obedience, Touch of the Moon, Touch of Undeath, Transmute Rock and Mud, Traveler's Transit, Tree Shape, Tree Stride, Trickster's Twin, Triple Time, True Strike, True Target, Unfettered Pack, Unimpeded Stride, Unity, Unseen Servant, Veil of Confidence, Veil, Vibrant Pattern, Vibrant Thorns, Visions of Danger, Volcanic Eruption, Vomit Swarm, Waking Nightmare, Wall of Fire, Wall of Force, Wall of Ice, Wall of Stone, Wall of Thorns, Wall of Wind, Warp Mind, Weapon Storm, Weapon Surge, Web, Wholeness of Body, Wild Morph, Wild Shape, Wild Winds Stance, Wind Jump, Word of Freedom, Word of Truth, Zeal for Battle,

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Miracle Worker

23rd July 2020 at 9:57pm
Alchemist Class Feat

Frequency once every 10 minutes.

Your alchemical mastery can resuscitate the recently slain.

You can administer a true Elixir of Life to a creature who has been dead for no more than 2 rounds.

When you do, that creature is immediately returned to life with 1 Hit Point and becomes Wounded 1.

Feat Type Class
Level18
Requires
ClassAlchemist

Mirror Image

27th July 2020 at 1:29am
Arcane Concentrate Illusion Manipulate Occult Somatic Spell Verbal Visual

Level2
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you.

Any attack that would hit you has a random chance of hitting one of your images instead of you.

If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4).

With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6).

With only one image, the chances are 1 in 2 (1–3 on 1d6).

Once an image is hit, it is destroyed.

If an attack roll fails to hit your AC but doesn’t critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure).

If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you.

Once all the images are destroyed, the spell ends.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.

Misdirection

27th July 2020 at 9:26pm
Arcane Concentrate Illusion Manipulate Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time1 minute
Range30 feet
Area
Target2 creatures or objects
Save
DurationUntil the next time you make your daily preparations
Domain

You reshape the magic aura of one creature or object to resemble that of another.

You designate one target as the primary target and the other as the secondary target.

Effects that would detect auras on the primary target instead detect the same types of auras from the secondary target.

A creature reading the aura can attempt to disbelieve the illusion.

You can Dismiss the spell from up to a mile away.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingIllusionRolls automatic Counteract check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Misfortune

29th June 2020 at 8:40pm
Trait

A misfortune effect detrimentally alters how you roll your dice.

You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it.

If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.

Mislead

27th July 2020 at 9:30pm
Arcane Concentrate Manipulate Occult Somatic Spell Verbal

Level6
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save
DurationSustained up to 1 minute
Domain

You turn yourself Invisible and create an illusory duplicate of yourself.

When you Sustain the Spell, you can mentally dictate a course of action for your duplicate to follow that round.

Your duplicate acts as though it had your full number of actions, though it can’t actually affect anything in the environment.

Both the duplicate and your invisibility persist for the spell’s duration.

Performing a Hostile Action doesn’t end mislead’s invisibility, just like a 4th-level invisibility spell.

A creature that determines the duplicate is an illusion doesn’t necessarily know you’re invisible, and one that can see your invisible form doesn’t necessarily know your duplicate is an illusion.

If you Cast a Spell, attack, or otherwise interact with another creature, as a part of that action you can attempt a Deception check against observers’ Perception DCs to convince them your duplicate used that action. This doesn’t fool anyone who’s aware your duplicate is an illusion, nor does it work if the attack obviously couldn’t have come from the duplicate. For instance, if you fired a ray, you could make it look like it came from the duplicate as long as the duplicate was positioned appropriately, but if you attacked with a sword and your duplicate was across the room from the target, your Deception check would automatically fail.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

ModifierBlockMacro

6th August 2020 at 11:48pm
$:/tags/Macro

ModifierBlockTest

20th July 2020 at 10:33pm

Modify Memory

27th July 2020 at 9:33pm
Concentrate Divination Manipulate Mental Occult Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
DurationUnlimited
Domain

You alter the target’s memories, either erasing a memory, enhancing a memory’s clarity, altering a memory, or adding a false memory.

The target can attempt a Will save to resist the spell.

Any memories you’ve altered remain changed as long as the spell is active. This means that others can Dispel the spell to enable the target to recover their original memories.

If the target moves out of range before the 5 minutes is up, you can’t alter any further memories.

Heightened (6th) You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze.

Critical SuccessThe target is unaffected and realizes you tried to alter its memory.
SuccessThe target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell.
FailureDuring the first 5 minutes of the spell’s duration, you can Sustain the Spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory.
Critical Failure
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Molthuni Mercenary

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Strength
SkillAthletics
LoreMercenary
FeatExperienced Professional

Moment of Clarity

25th July 2020 at 5:55pm
Action Barbarian Class Concentrate Feat Rage

You push back your rage for a moment in order to think clearly.

Until the end of this turn, you can use actions with the Concentrate trait even if those actions don’t have the Rage trait.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level1
Requires
Class
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
RageYou have to be raging to use this.

Moment of Renewal

27th July 2020 at 9:35pm
Concentrate Divine Healing Manipulate Necromancy Primal Somatic Spell Verbal

Level8
Components Somatic Verbal
Cast Time
RangeTouch
Area
TargetUp to 6 creatures
Save
Duration
Domain

The targets experience a day’s worth of recovery in an instant.

Any detrimental effects that would be gone after 24 hours end, though this doesn’t shorten the duration of any active spells affecting the targets.

The targets regain Hit Points and recover from conditions as if they had taken 24 hours of Rest, but they do not make their daily preparations again or gain any benefits of rest other than healing.

24 hours of rest normally means that the creature recovers hit points equal to double their Constitution modifier times their level.

The targets are then temporarily immune for 1 day.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Monstrosity Form

27th July 2020 at 9:40pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal

Level8
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute
Domain

You transform into the shape of a legendary monster, assuming a Huge battle form.

You must have enough space to expand into or the spell is lost.

When you cast this spell, choose phoenix, purple worm, or sea serpent.

While in this form, you gain the Beast trait (for phoenix) or the Animal trait (for purple worm or sea serpent).

You can Dismiss the spell.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 20 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 20 temporary Hit Points.
  • Darkvision.
  • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +28, and you use the listed damage. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
  • Athletics modifier of +30, unless your own modifier is higher.

You also gain specific abilities based on the type of monster you choose:

  • Phoenix Speed 30 feet, fly Speed 90 feet; Melee beak (Reach 15 feet), Damage 2d6+12 piercing plus 2d4 fire and 2d4 persistent fire; Melee talon (Agile, Reach 15 feet), Damage 2d8+12 slashing; Shroud of Flame (aura, evocation, fire, primal) 20 feet. You gain an aura of fire that extends out from you. A creature that enters or ends its turn within the aura takes 2d6 fire damage. A creature can take this damage only once per turn. You can use a single action, which has the Concentrate trait, to activate or deactivate this aura.
  • Purple Worm Speed 40 feet, burrow Speed 30 feet, swim Speed 20 feet; Melee jaws (reach 10 feet), Damage 2d12+20 piercing; Melee stinger (Agile, Reach 10 feet), Damage 2d8+15 piercing plus 2d6 persistent poison; Melee body (reach 10 feet) Damage 2d8+20 bludgeoning; Inexorable You automatically recover from the Paralyzed, Slowed, and Stunned conditions at the end of each of your turns. You’re also immune to being Immobilized and ignore Difficult Terrain and greater difficult terrain.
  • Sea Serpent Speed 20 feet, swim Speed 90 feet; Melee jaws (reach 15 feet), Damage 2d12+20 piercing; Melee tail (reach 25 feet), Damage 2d8+20 bludgeoning; Spine Rake (move) You extend your spines and Swim or Stride. Each creature you’re adjacent to at any point during your movement takes 4d8+10 slashing damage (basic Reflex against your spell DC).

Heightened (9th) You instead gain AC = 22 + your level, 25 temporary HP, attack modifier +31, increase damage by one damage die, and Athletics +33.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Moon

4th August 2020 at 9:15pm
Domain

You command powers associated with the moon.

Basic Domain Spell: Moonbeam

Advanced Domain Spell: Touch of the Moon

Moon Frenzy

27th July 2020 at 9:47pm
Concentrate Manipulate Morph Primal Somatic Spell Transmutation Verbal

Level5
Components Somatic Verbal
Cast Time
Range30 feet
Area
TargetUp to 5 willing creatures
Save
Duration1 minute
Domain

A feral aspect overcomes the targets, making them tough and savage.

Targets gain 5 temporary Hit Points, a +10-foot status bonus to their Speeds, and Weakness 5 to silver.

They also grow vicious fangs and claws, which are unarmed attacks. The fangs deal 2d8 piercing damage; the claws deal 2d6 slashing damage and have the Agile and Finesse traits. The targets use their highest weapon or unarmed attack proficiency with these attacks, and if they have weapon specialization or greater weapon specialization, they add this damage as well. On a critical hit with one of these unarmed attacks, the creature struck takes 1d4 persistent bleed damage.

The targets can’t use Concentrate actions unless those actions also have the Rage trait, with the exception of Seek.

A creature can attempt to end the spell’s effect on itself by using a single action, which has the Rage trait, to attempt a Will save against your spell DC; on a success, it ends the spell’s effect on itself.

If a target is in the light of a full moon, it also grows by one size if it were Medium or smaller. This increases the reach of a Medium or Tiny creature by 5 feet.

Heightened (6th) The temporary Hit Points increase to 10, the silver weakness to 10, and the damage dealt by the attacks to three dice.

Heightened (10th) The temporary Hit Points increase to 20, the silver weakness to 20, and the damage dealt by the attacks to four dice.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Moonbeam

5th August 2020 at 9:29pm
Attack Cleric Concentrate Evocation Fire Focus Spell Light Manipulate Somatic Spell Uncommon Verbal

Level1
Components Somatic Verbal 1 Focus Point
Cast Time
Range120 feet
Area
Target1 creature or object
Save
Duration
DomainMoon

You shine a ray of moonlight.

Make a spell attack roll.

The beam of light deals 1d6 Fire damage.

Moonbeam deals silver damage for the purposes of weaknesses, resistances, and the like.

Heightened (+1) The ray’s damage increases by 1d6.

AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.

Morph

27th June 2020 at 11:23pm
Trait

Spells that slightly alter a creature’s form have the morph trait.

Any Strikes specifically granted by a morph effect are Magical.

You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to Counteract the first.

Your morph effects might also end if you are Polymorphed and the polymorph effect invalidates or overrides your morph effect. For instance, a morph that gave you wings would be dismissed if you polymorphed into a form that had wings of its own (though if your new form lacked wings, you’d keep the wings from your morph).

The GM determines which morph effects can be used together and which can’t.

Mortal Healing

31st July 2020 at 7:53pm
Feat General Skill

Prerequisites You follow the Laws of Mortality.

You grant greater healing when the gods don’t interfere.

When you roll a success to Treat Wounds for a creature that hasn’t regained Hit Points from divine magic in the past 24 hours, you get a critical success on your check instead and restore the corresponding amount of Hit Points.

Feat Type Skill
Level2
Skill Medicine
RequirementU
RequiresGodless Healing

Mount

4th July 2020 at 7:25pm
Action Move

Requirements You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.

You move onto the creature and ride it.

If you have the Ride feat, the creature skips its next turn and acts as a Minion under your control on your next turn. If you don't, you have to use Command an Animal to tell the mount what to do.

If you’re already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ImmobilizedMoveCan't move.

Mountain's Stoutness

1st August 2020 at 9:43pm
Ancestry Dwarf Feat

Your hardiness lets you withstand more punishment than most before going down.

Increase your maximum Hit Points by your level. You also decrease the DC of recovery checks when you have the Dying condition by 1.

If you also have the Toughness feat, the Hit Points gained from it and this feat are cumulative, and you decrease the DC of recovery checks by 4.

Feat Type Ancestry
AncestryDwarf
Level9
Requires

Mountainkeeper Tengu

1st August 2020 at 10:52pm
Heritage Tengu

You can cast the Disrupt Undead cantrip as a primal innate spell at will.

A cantrip is heightened to a spell level equal to half your level rounded up.

Each time you cast a spell from a tengu heritage or ancestry feat, you can decide whether it’s a divine or primal spell.

Mounted Combat

23rd July 2020 at 7:44pm
Rule

You can ride some creatures into combat.

As noted in the Mount specialty basic action, your mount needs to be at least one size larger than you and willing.

Your mount acts on your initiative.

You must use the Command an Animal action to get your mount to spend its actions. If you don’t, the animal wastes its actions. For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn’t command it. If you instead spent your first action to Command an Animal and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.

For an intelligent mount (such as a pegasus or unicorn), use the standard rules for mounted combat, but instead of attempting a check to Command an Animal, the rider uses the same number of actions to ask the creature to do what they want. As the GM, you determine whether the creature does as requested and whether Diplomacy checks or the like are needed. It’s recommended you disallow humanoid creatures and most other bipeds as mounts, especially if they are PCs. If you choose to allow this anyway, either the rider or mount should use at least one hand to hold onto the other, and both should spend an action on each of their turns to remain mounted.

If you have the Ride general feat, you succeed automatically when you Command an Animal that’s your mount.

When you’re mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you’re both in the area.

You are in an attacker’s reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you’re mounted if the mount would be in the way.

Because you can’t move your body as freely while you’re riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount.

Move

30th June 2020 at 3:47pm
Trait

An action with this trait involves moving from one space to another.

Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity.

Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature’s reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature).

If you use a move action but don’t move out of a square, the trigger instead happens at the end of that action or ability.

Some actions, such as Step, specifically state they don’t trigger reactions or free actions based on movement.

ImmobilizedMoveCan't move.

Move Levitated Creature

27th July 2020 at 12:11am
Action Concentrate Implied

Levitate: For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the Concentrate trait.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Multilingual

2nd July 2020 at 3:08pm
Feat General Skill

Prerequisites Trained in Society.

You easily pick up new languages.

You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to.

You learn an additional language if you are or become a master in Society and again if you are or become legendary.

You can select this feat multiple times. Each time, you learn additional languages.

Feat Type Skill
Level1
Skill Society
RequirementT
Requires

Mutagenic Flashback

30th July 2020 at 8:47pm
Action Alchemist Free

Frequency Once per day.

You experience a brief resurgence of a mutagen.

Choose one mutagen you’ve consumed since your last daily preparations.

You gain the effects of that mutagen for 1 minute.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Mutagenist

30th July 2020 at 8:51pm
Alchemist Splat

You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature’s physical or psychological being in order to strengthen another.

Level 1: You start with the formulas for two 1st-level mutagens in your formula book, in addition to your other formulas.

Level 1: You gain Mutagenic Flashback.

Level 5: When using Advanced Alchemy to make mutagens during your daily preparations, you can use a batch of reagents to create any three mutagens instead of just two of the same mutagen.

Level 13: If you imbibe another mutagen while you are under the effects of a mutagen that you created, you can gain the benefits and the drawbacks of both mutagens at once, despite the fact that they both have the Polymorph trait and would not normally function together. If you come under the effects of any further mutagens while benefiting from two mutagens, you lose the benefit of one of the former mutagens of your choice, while retaining the drawbacks of all the mutagens. If you are under the effects of two mutagens and you come under the effect of a non-mutagen polymorph effect, you lose the benefits of the mutagens while retaining the drawbacks of both.

Mystic Beacon

5th August 2020 at 9:30pm
Cleric Evocation Focus Spell Manipulate Somatic Spell Uncommon

Level4
Components Somatic 1 Focus Point
Cast Time
Range30 feet
Area
Target1 Willing creature
Save
DurationUntil the start of your next turn
DomainMagic (Domain)

The next damaging or Healing spell the target casts before the start of your next turn deals damage or restores Hit Points as if the spell were heightened 1 level higher than its actual level.

The spell otherwise functions at its actual level.

Once the target casts the spell, mystic beacon ends.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Mystic Seer

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Extinction Curse Player's Guide.

Stat ChoicesIntelligence Wisdom
SkillArcana
LoreScam
FeatArcane Sense

Narrow Surface

22nd July 2020 at 9:42pm
Rule

A narrow surface is so precariously thin that you need to Balance (see Acrobatics) or risk falling.

Even on a success, you are Flat-Footed on a narrow surface.

Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall.

Steady BalanceNarrow SurfaceMakes you not flat-footed on narrow surfaces.

Natural Medicine

26th July 2020 at 1:20am
Feat General Skill

Prerequisites Trained in Nature.

You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds.

If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.

Feat Type Skill
Level1
Skill Nature
RequirementT
Requires

Nature

12th July 2020 at 5:26pm
Skill
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Nature (Domain)

4th August 2020 at 9:15pm
Domain

You hold power over animals and plants.

Basic Domain Spell: Vibrant Thorns

Advanced Domain Spell: Nature's Bounty

Nature Incarnate

27th July 2020 at 9:55pm
Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal

Level10
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute
Domain

The primal power of the world flows through you.

You transform into an incarnation of nature, either a green man or a kaiju.

Your battle form is Medium for a green man or Gargantuan (30-foot-by-30-foot space) for a kaiju.

You must have enough space to expand into or the spell is lost.

While in this form, you gain the Plant trait (for a green man) or the Beast trait (for a kaiju).

You can Dismiss the spell.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 25 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 30 temporary Hit Points.
  • Darkvision.
  • One or more attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +34, and you use the listed damage. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
  • Athletics modifier of +36, unless your own modifier is higher.

You also gain specific abilities based on the type of incarnation you choose:

  • Green Man Speed 40 feet, climb Speed 40 feet; Melee vines (reach 30 feet, Versatile P), Damage 6d8+12 bludgeoning; Ranged thorns (range 100 feet), Damage 6d6+6 piercing; Green Caress (aura, primal, transmutation) 60 feet. Enemies other than plants must succeed at a Fortitude save against your spell DC or become Clumsy 1 for 1 round (clumsy 2 on a critical failure).
  • Kaiju Speed 50 feet; Resistance 5 to physical damage; Melee jaws (Reach 30 feet), Damage 6d10+10 piercing; Melee claws (Agile, reach 30 feet), Damage 6d8+8 slashing; Melee foot (agile, reach 15 feet), Damage 6d6+10 bludgeoning; Unstoppable You are immune to being Immobilized and ignore Difficult Terrain and greater difficult terrain; Trample You move up to double your Speed and move through the spaces of Huge or smaller creatures, trampling each creature whose space you enter. A trampled creature takes foot damage with a basic Reflex save against your spell DC.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingTransmutationRolls automatic Counteract check to see real form.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Nature's Bounty

5th August 2020 at 9:53pm
Cleric Conjuration Focus Spell Manipulate Plant Positive Somatic Spell Uncommon

Level4
Components Somatic 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
DomainNature (Domain)

Requirements You have a free hand.

A palm-sized raw fruit or vegetable appears in your open hand. You choose the specific type of food.

A creature can consume the food with an Interact action to regain 3d10+12 Hit Points and be nourished as if it had eaten a meal.

If uneaten, the food rots and crumbles to dust after 1 minute.

Heightened (+1) The Hit Points restored increase by 6.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.

Nature's Enmity

27th July 2020 at 9:57pm
Concentrate Enchantment Manipulate Primal Somatic Spell Verbal

Level9
Components Somatic Verbal
Cast Time
Range120 feet
Area500-foot Burst
TargetUp to 5 creatures
Save
Duration10 minutes
Domain

Animals and plants in the area turn against the targets.

Each target suffers from the following effects as long as it remains in the area.

  • Vegetation springs up from every surface, giving each target a –10-foot circumstance penalty to its Speed any time it’s adjacent to the plants.
  • Aggressive animals attack unpredictably. At the start of its turn, each target rolls a DC 8 flat check. On a failure, it’s attacked by swarming creatures that deal 2d10 slashing damage. The target attempts a basic Reflex save, and it is Flat-Footed for 1 round on any outcome other than a critical success.
  • The target loses any connection to nature or natural creatures. The target has to succeed at a DC 5 flat check when casting any Primal spell or the spell fails. Furthermore, Animal or Plant creatures become Hostile to it, even one with a strong bond to the target, such as an animal companion.

The GM might decide that you can’t subject some creatures, such as an emissary of a nature deity, to the ire of nature.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Necromancy

25th July 2020 at 12:01am
School

Necromancy spells harness the power of life and death.

They can sap life essence or sustain creatures with life-saving healing.

Necromancy spells often have the Curse , Death , Healing , Negative , or Positive traits.

Negate Aroma

27th July 2020 at 11:14pm
Abjuration Arcane Concentrate Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 willing creature
Save
Duration1 hour
Domain

The target loses its odor, preventing creatures from passively noticing its presence via smell alone, even if the creatures have precise or imprecise Scent.

A creature attempting a Perception check to Seek with scent and other senses might notice the lack of natural scent.

If the target has any abilities that result from its smell, such as an overpowering scent, those abilities are also negated.

Heightened (5th) The range increases to 30 feet, and you can target up to 10 creatures.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

New Tiddler

7th July 2020 at 11:42pm

Nexian Mystic

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesIntelligence WIsdom
SkillArcana
Lore*Per Plane
FeatArcane Sense

NextRest

27th July 2020 at 12:14am

the next time you make your daily preparations

Nightmare

27th July 2020 at 10:03pm
Arcane Concentrate Illusion Manipulate Material Mental Occult Somatic Spell Verbal

Level4
Components Material Somatic Verbal
Cast Time10 minutes
RangePlanetary
Area
Target1 creature you know by name
Save Will
Duration1 day
Domain

You send disturbing nightmares to your target.

The next time the target falls asleep, it must attempt a Will save.

If you know the target only by name and have never met them, the target gets a +4 circumstance bonus to the Will save.

Critical SuccessThe target suffers no adverse effects and is temporarily immune for 1 week.
SuccessThe target experiences the nightmares but suffers no adverse effects other than unpleasant memories.
FailureThe target experiences the nightmares and awakens Fatigued.
Critical FailureThe target experiences the nightmares, awakens Fatigued, and is Drained 2 until it is no longer fatigued.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingIllusionRolls automatic Counteract check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Nightmares

4th August 2020 at 9:15pm
Domain

You fill minds with horror and dread.

Basic Domain Spell: Waking Nightmare

Advanced Domain Spell: Shared Nightmare

Nimble Crawl

27th July 2020 at 9:58pm
Feat General Skill

Prerequisites Expert in Acrobatics.

You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet.

If you’re a master in Acrobatics, you can Crawl at full Speed.

If you’re legendary, you aren’t Flat-Footed while Prone.

Feat Type Skill
Level2
Skill Acrobatics
RequirementE
Requires

Nirmathi Guerrilla

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesDexterity Wisdom
SkillSurvival
LoreForest
FeatTerrain Stalker

No Cause for Alarm

31st July 2020 at 12:31am
Action Auditory Concentrate Emotion Feat General Linguistic Mental Skill

You attempt to reduce panic.

Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are Frightened.

Critical SuccessReduced the creature's Frightened value by 2.
SuccessReduce the creature's Frightened value by 1.
Failure
Critical Failure

Each of them is temporarily immune for 1 hour.

Yes, someone with a better Will DC is harder to free from fear.

Actions 3
Time
Free Hands
SkillDiplomacy 
DefenseWill
Tool
Sub-actions
Feat Type Skill
Level1
Skill Diplomacy
RequirementT
Requires
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
LinguisticYour target must be able to understand your language.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
DiplomacyNo Cause for Alarm
CharismaDiplomacyKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Oathkeeper DwarfDiplomacy+2 circumstance to prove true honesty.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

No Escape

23rd July 2020 at 10:40pm
Action Barbarian Class Feat Rage Reaction

Trigger A foe within reach attempts to move away from you.

You keep pace with a retreating foe.

Stride up to your Speed, following the foe and keeping it in reach throughout its movement until it stops moving or you’ve moved your full Speed.

You can use No Escape to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actionsStride
Feat Type Class
Level2
Requires
ClassBarbarian
RageYou have to be raging to use this.
Faerie DustReactionCan't be used while affected.

Noble

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesCharisma Intelligence
SkillSociety
LoreGenealogy or Heraldry
FeatCourtly Graces

Nomad

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesConstitution Wisdom
SkillSurvival
Lore*Per Terrain
FeatAssurance (Survival)

Nondetection

27th July 2020 at 10:05pm
Abjuration Arcane Concentrate Manipulate Material Occult Primal Somatic Spell Uncommon Verbal

Level3
Components Material Somatic Verbal
Cast Time10 minutes
RangeTouch
Area
Target1 creature or object
Save
Duration8 hours
Domain

You erect protective wards that make the target difficult to detect via magic.

Nondetection attempts to Counteract all Detection , Revelation , and Scrying Divination s made against the target or the target’s gear throughout the duration, counting cantrips as 1st-level spells for this purpose.

Successfully counteracting a divination that targets an area or multiple targets negates the effects only for nondetection’s target.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Nonlethal

7th July 2020 at 12:42am
Weapon Trait

Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them.

You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

NoProgression

26th June 2020 at 10:15pm
1:U
2:U
3:U
4:U
5:U
6:U
7:U
8:U
9:U
10:U
11:U
12:U
13:U
14:U
15:U
16:U
17:U
18:U
19:U
20:U

Noxious Vapors

1st August 2020 at 5:51pm
Arcane Concentrate Evocation Manipulate Poison Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area10 foot Emanation
Target
Save Fortitude
Duration1 round
Domain

You emit a cloud of toxic smoke that temporarily obscures you from sight.

Each creature except you in the area when you Cast the Spell takes 1d6 poison damage (basic Fortitude save).

A creature that critically fails the saving throw also becomes Sickened 1. All creatures in the area become Concealed, and all creatures outside the smoke become concealed to creatures within it.

This smoke can be dispersed by a strong wind.

Heightened (+1) The damage increases by 1d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Numb to Death

31st July 2020 at 8:05pm
Feat General

Prerequisites You have died at least once.

Your past has left you numb to death’s call.

The first time each day that you regain Hit Points while you are Dying, you regain additional Hit Points equal to your level, and you neither gain the Wounded condition nor increase the value of this condition.

Feat Type General
Level7
RequiresDiehard

Oathkeeper Dwarf

1st August 2020 at 10:32pm
Dwarf Heritage

You gain a +1 circumstance bonus to Perception checks to Sense Motive and to Perception DCs against attempts to Lie to you.

Furthermore, you gain a +2 circumstance bonus to Diplomacy checks to convince others you speak the truth when you are telling the truth, and you take a –4 circumstance penalty to Lie and to your Deception DC against Sense Motive.

Object Reading

1st August 2020 at 5:56pm
Concentrate Divination Manipulate Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 object
Save
Duration
Domain

You place a hand on an object to learn a piece of information about an emotional event that occurred involving the object within the past week, determined by the GM.

If you cast object reading on the same item multiple times, you can either concentrate on a single event to gain additional pieces of information about that event, or gain a piece of information about another emotional event in the applicable time frame.

Heightened (2nd) You can learn about an event that occurred within the last month.

Heightened (4th) You can learn about an event that occurred within the last year.

Heightened (6th) You can learn about an event that occurred within the last decade.

Heightened (8th) You can learn about an event that occurred within the last century.

Heightened (9th) You can learn about an event that occurred within the entirety of the object’s history.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Imprint MessageObject ReadingImprinted message is revealed instead of events.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Obscuring Mist

27th July 2020 at 10:08pm
Arcane Concentrate Conjuration Manipulate Material Primal Somatic Spell Verbal Water

Level2
Components Material Somatic Verbal
Cast Time
Range120 feet
Area20 foot Burst
Target
Save
Duration1 minute
Domain

You call forth a cloud of mist.

All creatures within the mist become Concealed, and all creatures outside the mist become concealed to creatures within it.

You can Dismiss the cloud.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Observed

26th June 2020 at 5:46pm
Condition

Anything in plain view is observed by you.

If a creature takes measures to avoid detection, such as by using Stealth to Hide, it can become Hidden or Undetected instead of observed.

If you have another precise sense instead of or in addition to sight, you might be able to observe a creature or object using that sense instead.

You can observe a creature only with Precise senses. When Seeking a creature using only imprecise senses, it remains Hidden, rather than Observed.

Occult

27th July 2020 at 12:08am
Tradition

The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way.

Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult Sorcerers strive to understand the mysterious power in their blood.

Cantrips

Level 1 Occult Spells

Level 2 Occult Spells

Level 3 Occult Spells

Level 4 Occult Spells

Level 5 Occult Spells

Level 6 Occult Spells

Level 7 Occult Spells

Level 8 Occult Spells

Level 9 Occult Spells

Level 10 Occult Spells

Occultism

20th July 2020 at 11:02pm
Skill
IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.

Oddity Identification

26th July 2020 at 1:21am
Feat General Skill

Prerequisites Trained in Occultism.

You have a sense for spells that twist minds or reveal secrets.

You gain a +2 circumstance bonus to Occultism checks to Identify Magic with the Mental, Possession, Prediction, or Scrying traits.

Feat Type Skill
Level1
Skill Occultism
RequirementT
Requires

Ode to Ouroborus

3rd August 2020 at 7:16pm
Bard Composition Concentrate Focus Spell Necromancy Reaction Spell Uncommon Verbal

Level5
Components Verbal 1 Focus Point
Cast Time
Range60 feet
Area
TargetThe triggering creature
Save
Duration
Domain

Trigger A creature's Dying condition would reach the value at which they would die.

Your ode temporarily staves off death.

The target’s dying condition remains 1 below the value at which it dies.

This doesn’t help prevent death from effects that kill the target without increasing its dying condition, such as Disintegrate and Death effects.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Faerie DustReactionCan't be used while affected.

Oenopion Ooze-Tender

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Intelligence
SkillCrafting
LoreOoze
FeatDubious Knowledge

OneAction

22nd July 2020 at 10:35pm

Onyx Trader

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Dexterity
SkillSociety
LoreMercantile
FeatMultilingual

Open

23rd July 2020 at 10:21pm
Trait

These maneuvers work only as the first salvo in the attacks you make on your turn.

You can use an action with the open trait only if you haven’t used an action with the Attack or open trait yet this turn.

Open Game License

19th July 2020 at 7:06pm

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions:

a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;

b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (

c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;

d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.

e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content;

f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor

g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content.

h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

Opportune Riposte

6th August 2020 at 11:53pm
Action Reaction Swashbuckler

Trigger A foe within your reach critically fails a Strike against you.

You take advantage of an opening from your enemy’s fumbled attack.

You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actionsStrike Disarm
Eternal ConfidenceOpportune RiposteCan use Confident Finisher's failure effect.
Faerie DustReactionCan't be used while affected.

Orc

1st August 2020 at 10:46pm
Ancestry Humanoid Orc Uncommon
Base HP10
SizeMedium
Speed25
BoostsStrength Free
Flaws
LanguagesCommon Orcish

Special Abilities

Heritages

Level 1 Orc Feats

Level 5 Orc Feats

Level 9 Orc Feats

Level 13 Orc Feats

Level 17 Orc Feats

UncommonYou can't normally gain this by character advancement.

Osirionologist

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Intelligence
SkillOccultism
LoreAncient Osirion
FeatOddity Identification

Out-of-Towner

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Age Of Ashes Player's Guide.

Stat ChoicesConstitution Intelligence
SkillDiplomacy
Lore*Per Ancestry
FeatHobnobber

Outcast's Curse

30th July 2020 at 8:59pm
Arcane Concentrate Curse Divine Enchantment Manipulate Mental Misfortune Occult Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save Will
Duration
Domain

You afflict the target with a curse that makes its presence abrasive and off-putting.

The target must attempt a Will save.

Critical SuccessThe target is unaffected.
SuccessFor 10 minutes, the target must roll twice and use the worse result whenever attempting a Deception, Diplomacy, Intimidation, or Performance check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, Unfriendly instead of Indifferent).
FailureAs success, but the effect is permanent.
Critical FailureAs failure, and creatures that the target encounters have an initial attitude toward them of two steps worse.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
MisfortuneDoesn't stack with other Misfortune effects, and cancels with Fortune.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Outrider

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesConstitution Wisdom
SkillNature
LorePlains
FeatExpress Rider

Overstuff

5th August 2020 at 10:06pm
Cleric Concentrate Focus Spell Manipulate Somatic Spell Transmutation Uncommon Verbal

Level1
Components Somatic Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 living creature
Save Fortitude
Duration
DomainIndulgence

Huge amounts of food and drink fill the target.

It receives a full meal’s worth of nourishment and must attempt a Fortitude save.

A target sickened by this spell takes a –10-foot status penalty to its Speed until it’s no longer sickened.

Critical SuccessThe target is unaffected.
SuccessThe target is Sickened 1, but if it spends an action to end the condition, it succeeds automatically.
FailureThe target is Sickened 1.
Critical FailureThe target is Sickened 2.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Overwhelming Presence

27th July 2020 at 10:13pm
Auditory Concentrate Divine Enchantment Incapacitation Manipulate Mental Occult Somatic Spell Verbal Visual

Level9
Components Somatic Verbal
Cast Time
Range
Area40 foot Burst
TargetAny number of creatures
Save Will
DurationUntil full tribute is paid
Domain

You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance.

This causes the targets to pay tribute to you by bowing or using some other action in keeping with your appearance.

Paying tribute is a Manipulate action or Move action, as chosen by the creature paying tribute.

A creature under this effect must pay tribute to you at least once on each of its turns if possible.

The number of times a target must do this depends on the result of their Will save.

While affected by this spell, a creature is Fascinated by you and can’t use Hostile Actions against you.

The target is then temporarily immune for 1 minute.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target must pay tribute twice.
FailureThe target must pay tribute six times.
Critical FailureAs failure, and the target must spend all its actions paying tribute if possible.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Paddler Shoony

6th August 2020 at 5:05pm
Heritage Shoony

You ignore Difficult Terrain and greater difficult terrain from bogs. When you roll a success to Swim, you get a critical success instead.

Pain

4th August 2020 at 9:15pm
Domain

You punish those who displease you with the sharp sting of pain.

Basic Domain Spell: Savor the Sting

Advanced Domain Spell: Retributive Pain

Palm an Object

25th July 2020 at 3:49pm
Action Manipulate Untrained

Palming a small, unattended object without being noticed requires you to roll a single Thievery check against the Perception DCs of all creatures who are currently observing you.

You take the object whether or not you successfully conceal that you did so.

You can typically only Palm Objects of negligible Bulk, though the GM might determine otherwise depending on the situation.

Critical Success
SuccessThe creature does not notice you Palming the Object.
FailureThe creature notices you Palming the Object, and the GM determines the creature’s response.
Critical Failure
Actions 1
Time
Free Hands
SkillThievery 
DefensePerception
Tool
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
PickpocketPalm an ObjectRemoves -5 penalty for guarded objects.
Subtle TheftPalm an ObjectPalming an object doesn't end a diversion.
ThieveryPalm an Object
DexterityThieveryKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Panache

6th August 2020 at 11:27pm
Ability Swashbuckler

You care as much about the way you accomplish something as whether you actually accomplish it in the first place.

When you perform an action with particular bravado, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This state of flair is called panache, and you are either in a state of panache or you are not.

You gain panache by successfully performing the skill check associated with specific actions that have a bit of flair, including Tumble Through and additional actions determined by your swashbuckler’s style.

At the GM’s discretion, after succeeding at a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, you also gain panache if your result is high enough (typically the very hard DC for your level, but the GM can choose a different threshold).

While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style.

The Precise Strike class feature also causes you to deal extra precision damage while you have panache.

Powerful finisher actions, including Confident Finisher, can be used only while you have panache and cause you to lose your panache.

Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.

BattledancerPanacheGet Panache from beating Will DC at Perform.
BraggartPanacheGet Panache from Demoralize.
Continuous FlairPanacheOut-of-combat panache gives +1 circumstance to panache actions.
FencerPanacheGain panache on Feint or Create Diversion.
GymnastPanacheGain Panache from Grapple, Shove or Trip.
Vivacious SpeedPanacheIncreases status bonus to speed.
WitPanacheGives Panache on successful Bon Mot.

Paralyze

27th July 2020 at 10:16pm
Arcane Concentrate Enchantment Incapacitation Manipulate Mental Occult Somatic Verbal

Level3
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
DurationVaries
Domain

You block the target’s motor impulses before they can leave its mind, threatening to freeze the target in place.

The target must attempt a Will save.

Heightened (7th) You can target up to 10 creatures.

Incapacitation effect: All targets of higher level than the effect use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target is Stunned 1.
FailureThe target is Paralyzed for 1 round.
Critical FailureThe target is Paralyzed for 4 rounds. At the end of each of its turn, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Paralyzed

26th June 2020 at 5:47pm
Condition

Your body is frozen in place.

You have the Flat-Footed condition and can’t act except to Recall Knowledge and use actions that require only the use of your mind (as determined by the GM).

Your senses still function, but only in the areas you can perceive without moving your body, so you can’t Seek while paralyzed.

Paranoia

27th July 2020 at 10:19pm
Concentrate Illusion Manipulate Mental Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration1 minute
Domain

You cause the target to see all other creatures as dire threats.

The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save.

Heightened (6th) You can target up to 5 creatures.

Critical SuccessThe target is unaffected.
SuccessThe target believes everyone it sees is a potential threat. It becomes Unfriendly to all creatures to which it wasn’t already Hostile, even those that were previously allies. It treats no one as an ally. The spell ends after 1 round.
FailureAs success, but the effect lasts 1 minute.
Critical FailureAs failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
True SeeingIllusionRolls automatic Counteract check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Parry

19th July 2020 at 6:08pm
Action Manipulate Weapon Trait

This weapon can be used defensively to block attacks.

While wielding this weapon, if your proficiency with it is trained or better, you can spend an Interact action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actionsInteract
ManipulateThis may provoke Attack of Opportunity and other reactions.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Pass Without Trace

27th July 2020 at 10:21pm
Abjuration Concentrate Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 hour
Domain

You obscure the tracks you leave behind and make it harder for others to find you.

The DC of checks to Track you gains a +4 status bonus or is equal to your spell DC, whichever results in a higher DC.

You can benefit from only one pass without trace spell at a time.

Heightened (2nd) The duration increases to 8 hours.

Heightened (4th) The duration increases to 8 hours. The spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Passion

4th August 2020 at 9:16pm
Domain

You evoke passion, whether as love or lust.

Basic Domain Spell: Charming Touch

Advanced Domain Spell: Captivating Adoration

Passwall

27th July 2020 at 10:23pm
Arcane Concentrate Conjuration Earth Manipulate Primal Somatic Spell Uncommon Verbal

Level5
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target5-foot-wide, 10-foot-tall, 10-foot-deep section of wooden, plaster, or stone wall
Save
Duration1 hour
Domain

You create a visible tunnel through the wall in the chosen area, replacing the area with empty space.

If the wall is thicker than 10 feet, the tunnel ends 10 feet in.

Even a small layer of metal in the wall prevents this spell from functioning.

This spell doesn’t reduce the integrity of the structure.

When the spell ends, anyone inside the tunnel is shunted to the nearest exit.

Heightened (7th) The tunnel can be up to 20 feet deep. The areas of the wall that contain your tunnel’s entrance appear completely normal (unless viewed with True Seeing or a similar effect), despite the tunnel’s existence. The tunnel’s entrance functions as a solid wall, but you can specify a password or a Trigger, allowing creatures to enter the tunnel freely.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Pathfinder Hopeful

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Intelligence
SkillSociety
LorePathfinder Society
FeatAdditional Lore

Pay Tribute

27th July 2020 at 10:14pm
Action Implied

Implied by Overwhelming Presence.

Paying tribute is a Manipulate action or Move action, as chosen by the creature paying tribute.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Penumbral Shroud

6th August 2020 at 12:06am
Arcane Concentrate Darkness Evocation Manipulate Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Reflex
Duration10 minutes
Domain

You envelop the target in a shroud of shadow.

The target perceives light as one step lower than it actually is (Bright Light becomes Dim Light, for example), affecting their ability to sense creatures and objects accordingly.

The shroud also provides the target a +1 status bonus to saving throws against Light effects.

While this effect is helpful to creatures sensitive to light, if the creature is unwilling, it can attempt a Reflex save to avoid the shroud and reduce the effect.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Perception

20th July 2020 at 11:18pm

Perception isn't a skill, but it behaves like one with a key ability of Wisdom.

DeafenedPerceptionAutomatically fail if needs hearing, else -2 status.
Read LipsDeafenedCan lip read languages you speak and speak when deaf.
Discern LiesPerceptionGives a circumstance bonus to detect lies.
Faerie DustPerception-1/2 status penalty.
GlibnessPerceptionGives +4 status to DCs to sense lies.
WisdomPerceptionKey ability.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Perfect Debilitation

23rd July 2020 at 9:58pm
Alchemist Class Feat

You have perfected the formulas for bombs that impede your enemies.

When you use Debilitating Bomb, your target avoids the condition the bomb imposes only if it critically succeeds at its saving throw.

Feat Type Class
Level18
Requires
ClassAlchemist

Perfect Mutagen

23rd July 2020 at 10:01pm
Alchemist Class Feat

You have enhanced the formulas for your mutagens, aligning them perfectly to your physiology.

When under the effect of a Mutagen you crafted, you do not suffer its drawback.

Feat Type Class
Level20
Requires
ClassAlchemist

Perfected Form

5th August 2020 at 10:02pm
Abjuration Cleric Focus Spell Fortune Manipulate Reaction Somatic Spell Uncommon

Level4
Components Somatic 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
DomainPerfection

Trigger You fail a saving throw against a Morph , Petrification , or Polymorph effect.

Reroll the saving throw and use the better result.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
FortuneDoesn't stack with other Fortune effects, and cancels with Misfortune.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Faerie DustReactionCan't be used while affected.

Perfected Mind

5th August 2020 at 10:05pm
Abjuration Cleric Concentrate Focus Spell Spell Uncommon Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
DomainPerfection

You meditate upon perfection to remove all distractions from your mind.

Attempt a new Will save against one mental effect currently affecting you that required a Will save.

Use the result of this new save to determine the outcome of the mental effect, unless the new save would have a worse result than the original save, in which case nothing happens.

You can use perfected mind against a given effect only once.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Perfection

4th August 2020 at 9:16pm
Domain

You strive to perfect your mind, body, and spirit.

Basic Domain Spell: Perfected Mind

Advanced Domain Spell: Perfected Form

Perfection Seeker

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesDexterity Wisdom
SkillAcrobatics
LoreWarfare
FeatCat Fall

Perform

5th August 2020 at 7:31pm
Action Concentrate Untrained

When making a brief performance—one song, a quick dance, or a few jokes—you use the Perform action with the Performance skill.

This action is most useful when you want to prove your capability or impress someone quickly.

Performing rarely has an impact on its own, but it might influence the DCs of subsequent Diplomacy checks against the observers—or even change their attitudes — if the GM sees fit.

If you have Fascinating Performance, you can use Perform to inflict the Fascinated condition on an observer by beating their Will DC.

Performing gains additional traits based on the type of performance you do, as follows:

Performance Additional Traits
Act or perform comedyAuditory, Linguistic, and Visual
DanceMove and Visual
Play an instrumentAuditory and Manipulate
Orate or singAuditory and Linguistic

Critical SuccessYour performance impresses the observers, and they’re likely to share stories of your ability.
SuccessYou prove yourself, and observers appreciate the quality of your performance.
FailureYour performance falls flat.
Critical FailureYou demonstrate only incompetence.
Actions 1
Time
Free Hands
SkillPerformance 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Acrobatic PerformerPerformYou can use Acrobatics to Perform.
BattledancerPerformGives Panache on result over foe's Will DC.
Fascinating PerformancePerformYou can Fascinate a target by performing for them.
Virtuosic PerformerPerformGives +1/+2 with your preferred performance.
PerformancePerform
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.

Performance

12th July 2020 at 5:29pm
Skill

Key Ability Charisma.

You are skilled at a form of performance, using your talents to impress a crowd or make a living.

Some performances require you to be more than just charismatic, and if you don’t meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant ability score. For example, if you’re dancing and have a negative Dexterity modifier, you might take a penalty to your attempt at dancing. Likewise, if you are orating and have a negative Intelligence modifier, you might have to hope your raw Charisma can overcome the penalties from your intellectual shortcomings—or ask someone to help write your speeches!

When you use an action that utilizes the Performance skill, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances, but the most common performance based traits are listed below.

Performance Additional Traits
Act or perform comedyAuditory, Linguistic, and Visual
DanceMove and Visual
Play an instrumentAuditory and Manipulate
Orate or singAuditory and Linguistic

Actions for this skill:

Feats for this skill:

CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.

PerformanceTraits

6th July 2020 at 11:39pm
Performance Additional Traits
Act or perform comedyAuditory, Linguistic, and Visual
DanceMove and Visual
Play an instrumentAuditory and Manipulate
Orate or singAuditory and Linguistic

Perpetual Breadth

30th July 2020 at 1:51pm
Alchemist Class Feat

You have expanded your supply of near-infinite items.

Choose a research field. Add one item from the list of options available to that field from perpetual infusions, or two items if you choose your own field.

If you have Perpetual Potency or Perpetual Perfection, you gain an additional item (or items if you chose your own field) appropriate to the field you chose, for instance a higher-level version of the bomb you chose or a new poison.

Feat Type Class
Level8
RequiresPerpetual Infusions
ClassAlchemist

Perpetual Infusions

6th August 2020 at 11:13pm
Ability

You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items.

You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.

Bomber: Choose two of the following formulas: Lesser Acid Flask, Lesser Alchemist’s Fire, Lesser Bottled Lightning, Lesser Liquid Ice, Lesser Tanglefoot Bag, Lesser Thunderstone.

Chirurgeon: Lesser Antidote and Lesser Antiplague.

Mutagenist: Choose two of the following formulas: Lesser Bestial Mutagen, Lesser Bullheaded Mutagen, Lesser Cognitive Mutagen, Lesser Juggernaut Mutagen, Lesser Silvertongue Mutagen, Lesser Quicksilver Mutagen.

Toxicologist: Choose two common 1st-level alchemical poisons.

Perpetual Perfection

6th August 2020 at 11:14pm
Ability

You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost.

The items you can select depend on your research field and must be in your formula book.

Bomber: The greater versions of the bombs you chose for Perpetual Infusions.

Chirurgeon: Greater antidote and antiplague.

Mutagenist: The greater versions of the mutagens you chose for perpetual infusions.

Toxicologist: Choose two common 11th-level or lower alchemical poisons.

Perpetual Potency

6th August 2020 at 11:13pm
Ability

Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost.

The items you can select depend on your research field and must be in your formula book.

Bomber: The moderate versions of the bombs you chose for Perpetual Infusions.

Chirurgeon: Moderate antidote and antiplague.

Mutagenist: The moderate versions of the mutagens you chose for perpetual infusions.

Toxicologist: Choose two common 5th-level or lower alchemical poisons.

Persistent Damage

3rd August 2020 at 12:24am
Condition

Persistent damage comes from effects like Acid , being on Fire , or many other situations.

It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type.

Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time.

After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends.

Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute.

Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals initial damage in addition to persistent damage, apply immunities, resistances, and weaknesses separately to the initial damage and to the persistent damage.

Usually, if an effect negates the initial damage, it also negates the persistent damage, such as with a slashing weapon that also deals persistent bleed damage because it cut you. The GM might rule otherwise in some situations.

You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types.

If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount.

The damage you take from persistent damage occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you’re Dying with several types of persistent damage, the persistent damage increases your dying condition only once.

Can be mitigated by Assist Recovery.

Slough SkinPersistent DamageFlat DC is 5 against skin coating effects.

Persistent Mutagen

30th July 2020 at 8:53pm
Alchemist Class Feat

Prerequisites Extend Elixir.

You’ve trained your physical form to remain stable within the a given altered state.

Once per day, when you consume an alchemical item with the Infused and Mutagen traits, you can retain its effects until the next time you make your daily preparations instead of its normal duration.

Feat Type Class
Level16
RequiresExtend Elixir
ClassAlchemist

Pesh Skin

6th August 2020 at 12:40am
Class Druid Feat Morph Uncommon

This Feat has special plot prerequisites that are described in Age of Ashes 5: Against the Scarlet Triad.

Requirements You are transformed into a plant by a Polymorph spell.

Your plant form sprouts hundreds of spines, and your blood causes mild hallucinations in creatures exposed to it.

Each time a creature touches you, hits you with an unarmed attack, or hits you with a melee weapon attack while adjacent to you, that creature takes 1d6 piercing damage.

Increase the damage to 2d6 if the polymorph spell is 8th level or higher, or to 3d6 if it’s 10th level.

When an adjacent creature damages you with piercing or slashing damage, it must succeed at a Fortitude save against your class DC or become Stupefied 1 (or stupefied 2 on a critical failure) until the end of its next turn.

These benefits last until you’re no longer polymorphed into a plant.

Feat Type Class
Level12
Requires
ClassDruid
UncommonYou can't normally gain this by character advancement.

Pest Form

27th July 2020 at 10:25pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration10 minutes
Domain

You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat.

You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form’s Size or statistics.

While in this form, you gain the Animal trait.

You can Dismiss the spell.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

You gain the following statistics and abilities:

Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingTransmutationRolls automatic Counteract check to see real form.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Pet Cache

6th August 2020 at 12:14am
Arcane Conjuration Divine Extradimensional Manipulate Occult Primal Somatic Spell

Level1
Components Somatic
Cast Time
RangeTouch
Area
Target1 Willing creature that is your Animal Companion or Familiar
Save
Duration8 hours
Domain

You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort.

No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind.

The space has enough air, food, and water to sustain the target for the duration.

You can Dismiss the spell.

The spell also ends if you die or enter an extradimensional space.

When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered).

ArcaneThis spell can be identified using Arcana.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Petrified

26th June 2020 at 9:17pm
Condition

You have been turned to stone.

You can’t act, nor can you sense anything.

You become an object with a Bulk double your normal Bulk (typically 12 for a petrified Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the same current Hit Points you had when alive. You don’t have a Broken Threshold.

When you’re turned back into flesh, you have the same number of Hit Points you had as a statue.

If the statue is destroyed, you immediately die.

While petrified, your mind and body are in stasis, so you don’t age or notice the passing of time

Phantasmal Calamity

27th July 2020 at 10:27pm
Arcane Concentrate Illusion Manipulate Mental Occult Somatic Spell Verbal

Level6
Components Somatic Verbal
Cast Time
Range500 feet
Area30-foot Burst
Target
Save Will
Duration
Domain

A vision of apocalyptic destruction fills the mind of each creature in the area.

The vision deals 11d6 mental damage (basic Will save).

On a critical failure, the creature must also succeed at a Reflex save or believe it’s trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision).

If it fails the second save, it’s also Stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.

Heightened (+1) The damage increases by 2d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingIllusionRolls automatic Counteract check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Phantasmal Killer

27th July 2020 at 10:30pm
Arcane Concentrate Death Emotion Fear Illusion Manipulate Mental Occult Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 living creature
Save Will
Duration
Domain

You create a phantasmal image of the most fearsome creature imaginable to the target.

Only the spell’s target can see the killer, though you can see the vague shape of the illusion as it races forth to attack.

The effect of the killer is based on the outcome of the target’s Will save.

Heightened (+1) The damage increases by 2d6 on a failure and by 3d6 on a critical failure.

Critical SuccessThe target is unaffected.
SuccessThe target takes 4d6 mental damage and is Frightened 1.
FailureThe target takes 8d6 mental damage and is Frightened 2.
Critical FailureThe target is so afraid it might due. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is Frightened 4. This effect has the Incapacitation trait.

The Incapacitation trait on the Fortitude save means that a creature higher level than you is only scared to death on a critical failure.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Veil of ConfidenceFearOn fumbled save, spell ends and frightened is 1 greater.
True SeeingIllusionRolls automatic Counteract check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Phantasmal Treasure

1st August 2020 at 6:04pm
Arcane Concentrate Emotion Illusion Manipulate Mental Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range60 feet
Area
Target1 living creature
Save Will
DurationVaries
Domain

A phantasmal image of the most precious thing imaginable to the target appears in a location of your choice within the spell’s range.

Only the spell’s target can see the treasure, though you can see the vague shape of the treasure—be it a pile of items, a deific avatar, or a cherished loved one or hero.

The target’s response to the treasure is based on the outcome of the target’s Will save.

Critical SuccessThe target is unaffected.
SuccessThe target becomes Fascinated with the treasure, and the duration is until the end of its turn. The target can also try to disbelieve the illusion if it touches the treasure, Seeks to examine it, or speaks to it if the illusion appears to be a person or the like. If the target disbelieves the illusion, the spell ends.
FailureAs success, but the duration is 1 minute.
Critical FailureAs success, but the duration is 1 minute. The target finds the treasure so appealing that until the spell ends, it must spend each action focused on it. This can include moving toward the treasure if the target isn’t next to it, and Interacting with the treasure if the target is next to it. (If the illusion appears to be a person or the like, the target can also Interact to converse with it.)
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Phantom Pain

27th July 2020 at 10:33pm
Concentrate Illusion Manipulate Mental Nonlethal Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration1 minute
Domain

Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will save.

Heightened (+1) The damage increases by 2d4 and the persistent damage by 1d4.

Critical SuccessThe target is unaffected.
SuccessThe target takes full initial damage but no persistent damage, and the spell ends immediately.
FailureThe target takes full initial and persistent damage, and the target is Sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.
Critical FailureAs failure, but the target is sickened 2.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingIllusionRolls automatic Counteract check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Phantom Steed

27th July 2020 at 11:13pm
Arcane Concentrate Conjuration Manipulate Occult Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time10 minutes
Range30 feet
Area
Target
Save
Duration8 hours
Domain

You conjure a Large, magical, equine creature that only you (or another Medium or Small creature you choose) can ride.

The horse is clearly phantasmal in nature, has 20 AC and 10 Hit Points, and automatically fails all saves.

If it’s reduced to 0 Hit Points, it disappears and the spell ends.

The steed has a Speed of 40 feet and can hold its rider’s body weight, plus 20 Bulk.

Heightened (4th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural Difficult Terrain.

Heightened (5th) The steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also Air Walk but must end its turn on solid ground or fall.

Heightened (6th) The steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores natural difficult terrain.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Philosopher's Stone

23rd July 2020 at 10:08pm
Alchemical Consumable Item Uncommon

An alchemist with the Craft Philosopher’s Stone feat can create a philosopher’s stone once per month by spending 1 batch of infused reagents during their daily preparations using the Advanced Alchemy class feature. This is the only way to create a philosopher’s stone.

At a glance, a philosopher’s stone appears to be an ordinary, sooty piece of natural rock.

Breaking the rock open with a Force Open action (DC 35) reveals a cavity at the stone’s heart. The cavity is lined with a rare type of quicksilver that can transmute base metals into precious metals or create an Elixir of Rejuvenation.

To use the quicksilver, you must be legendary in Crafting and have the Alchemical Crafting feat.

You can then use the stone’s quicksilver for one of two effects:

  • You can apply the stone’s quicksilver to an Infused true Elixir of Life using an Interact action. This turns the elixir into an infused Elixir of Rejuvenation instantaneously. This doesn’t require any crafting time or additional materials.
  • You can spend up to a month of downtime applying the quicksilver either to iron to create silver or to lead to create gold. Treat this as a 20th-level task to Earn Income using Crafting, except that you create 500 gp worth of your chosen metal per day on a success or 750 gp worth per day on a critical success.
UncommonYou can't normally gain this by character advancement.

Pick a Lock

25th July 2020 at 3:50pm
Action Manipulate Trained

Requirements You have Thieves’ Tools.

Opening a lock without a key is very similar to Disabling a Device, but the DC of the Thievery check is determined by the complexity and construction of the lock you are attempting to pick.

Locks of higher qualities might require multiple successes to unlock, since otherwise even an unskilled burglar could easily crack the lock by attempting the check until they rolled a natural 20.

If you lack the proper tools, the GM might let you used improvised picks, which are treated as Shoddy tools, depending on the specifics of the lock.

Critical SuccessYou unlock the lock, or you achieve two successes toward opening a complex lock. You leave no trace of your tampering.
SuccessYou open the lock, or you achieve one success toward opening a complex lock.
Failure
Critical FailureYou break your tools. Fixing them requires using Crafting to Repair them or else swapping in replacement picks (costing 3 sp, or 3 gp for Infiltrator Thieves’ Tools.
Actions 2
Time
Free Hands
SkillThievery 
Defense
ToolThieves' Tools
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Quick UnlockPick a LockBecomes 1 action.
ThieveryPick a Lock
DexterityThieveryKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Pick Up the Pace

30th July 2020 at 1:19pm
Feat General

Prerequisites Constitution 14.

You lead by example and can help others push themselves beyond their normal limits.

When Hustling in a group during exploration mode, your group can Hustle for up to 20 additional minutes, to a maximum of the amount of time the character with the highest Constitution modifier could Hustle alone.

Feat Type General
Level3
Requires

Pickpocket

26th July 2020 at 1:22am
Feat General Skill

Prerequisites Trained in Thievery.

You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty.

You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects).

If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.

Feat Type Skill
Level1
Skill Thievery
RequirementT
Requires

Pied Piping

3rd August 2020 at 7:19pm
Bard Composition Concentrate Enchantment Focus Spell Incapacitation Mental Sonic Spell Uncommon Verbal

Level10
Components Verbal 1 Focus Point
Cast Time2 actions
Range
Area5 foot Emanation
Target
Save Will
Duration1 minute
Domain

Your performance enraptures those who hear it, compelling them to follow you about in admiration.

Each creature within the emanation must attempt a Will save when you Cast the Spell or the first time they enter the area, after which they become temporarily immune for 1 day.

Once per turn, you can spend a single action, which has the Concentrate trait, to increase the emanation’s radius by 5 feet.

You can Dismiss the spell.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe creature is unaffected.
SuccessThe creature is Fascinated with you.
FailureThe creature uses all its actions to move toward you and compliment your performance. This effect ends if a Hostile Action is used against the affected creature.
Critical FailureThe target gains the Minion trait and is Controlled by you. This effect ends if a Hostile Action is used against the affected creature, or if you direct the creature to use any action that causes it harm.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
IncapacitationThis has reduced effect against creatures of higher level.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
ChromaWall14SonicStopped by Yellow wall.
SilenceSonicCan't use attacks in affected area.

Pilgrim

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesCharisma Wisdom
SkillReligion
Lore*Per Deity
FeatPilgrim's Token

Pilgrim's Token

30th July 2020 at 1:45am
Feat General Skill

You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site.

So long as this token is in your possession, when you tie an adversary’s initiative roll, you go first.

Special If you select this feat at 1st level, you receive your pilgrim’s token for free. Alternately, if you have a religious symbol, it is already attuned, as described above.

If you select this feat at a later level, or if you lose your pilgrim’s token, you must purchase or Craft a replacement and attune it at a holy site.

Such a token usually costs at least 2 sp, and the attunement takes 10 minutes of prayer and requires a successful DC 20 Religion check. Your GM might adjust the price and DC depending on the token’s material and quality and the religious significance of the site; the more significant the location, the easier the attunement.

Feat Type Skill
Level1
Skill Religion
RequirementT
Requires

Pinpoint Poisoner

30th July 2020 at 1:52pm
Alchemist Class Feat

Unsuspecting targets are especially vulnerable to your poisons.

When you successfully Strike a Flat-Footed creature with a poisoned weapon or expose a flat-footed creature to an inhaled poison, the flat-footed condition also gives that creature a –2 circumstance penalty to its initial save against that poison.

Feat Type Class
Level8
Requires
ClassAlchemist

Plague

4th August 2020 at 9:31pm
Domain

You wield disease and pestilence like a weapon.

Basic Domain Spell:

Advanced Domain Spell:

Planar Survival

26th July 2020 at 1:23am
Feat General Skill

Prerequisites Master in Survival.

You can Subsist using Survival on different planes, even those without resources or natural phenomena you normally need. For instance, you can forage for food even if the plane lacks food that could normally sustain you.

A success on your check to Subsist can also reduce the damage dealt by the plane, at the GM’s discretion.

Feat Type Skill
Level7
Skill Survival
RequirementM
Requires

Plane Shift

27th July 2020 at 10:38pm
Arcane Concentrate Conjuration Divine Manipulate Material Occult Primal Somatic Spell Teleportation Uncommon Verbal

Level7
Components Material Somatic Verbal
Cast Time10 minutes
Range
Area
Target1 willing creature, or up to 8 willing creatures joining hands
Save
Duration
Domain

You and your allies traverse the barriers between planes of existence.

The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss.

You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are Uncommon , just like the spell Plane Shift, more obscure planes and demiplanes often have Rare tuning forks.

The spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it’s the first time traveling to a particular plane for all targets, you appear at a random location on the plane.

Plane shift doesn’t provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Plant Form

27th July 2020 at 10:41pm
Concentrate Manipulate Plant Polymorph Primal Somatic Spell Transmutation Verbal

Level5
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

Taking inspiration from verdant creatures, you transform into a Large plant battle form.

You must have space to expand into or the spell is lost.

When you cast this spell, choose arboreal, flytrap, or shambler. You can substitute a similar specific plant to turn into (such as a pitcher plant instead of a flytrap), but this has no effect on the form’s Size or statistics.

While in this form, you gain the Plant trait.

You can Dismiss the spell.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

You gain the following statistics and abilities regardless of which battle form you choose:

  • AC = 19 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 12 temporary Hit Points.
  • Resistance 10 to poison.
  • Low-Light Vision.
  • One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You’re trained with them. Your attack modifier is +17, and your damage bonus is +11. These attacks are Strength based (for the purpose of the Enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
  • Athletics modifier of +19, unless your own modifier is higher.

You also gain specific abilities based on the type of plant you choose:

  • Arboreal Speed 30 feet; Melee branch (reach 15 feet), Damage 2d10 bludgeoning; Melee foot, Damage 2d8 bludgeoning; you can speak in this form, but you still can’t Cast a Spell or supply verbal components.
  • Flytrap Speed 15 feet; resistance 10 to acid; Melee leaf (reach 10 feet), Damage 2d8 piercing, and you can spend an action after a hit to Grab the target.
  • Shambler Speed 20 feet, swim Speed 20 feet; resistance 10 to electricity; Melee vine (reach 15 feet), Damage 2d8 slashing.

Heightened (6th) Your battle form is Huge, and the reach of your attacks increases by 5 feet. You instead gain AC = 22 + your level, 24 temporary HP, attack modifier +21, damage bonus +16, and Athletics +22.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingTransmutationRolls automatic Counteract check to see real form.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Plant Nourishment

1st August 2020 at 10:39pm

You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter.

You typically do not need to pay for food.

If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).

Point Out

4th July 2020 at 9:51pm
Action Auditory Manipulate Visual

Requirements A creature is undetected by one or more of your allies but isn’t undetected by you.

You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally.

That creature is Hidden to your allies, rather than Undetected.

This works only for allies who can see you and are in a position where they could potentially detect the target.

If your allies can’t hear or understand you, they must succeed at a Perception check against the creature’s Stealth DC or they misunderstand and believe the target is in a different location.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
AuditoryThis works only against creatures that can hear it and are not Deafened.
ManipulateThis may provoke Attack of Opportunity and other reactions.
VisualThis works only against creatures that can see it and are not Blinded.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.

Poison

19th July 2020 at 7:47pm

Poisons are a form of Affliction.

Unlike other forms of Affliction, poison has an effect if you are re-exposed to the same poison while already under its effects. Failing a save against a re-exposure increases the stage by 1, or 2 on a critical failure. It does not extend the maximum duration.

Fast RecoveryPoisonIncreases the effectiveness of saves.

Poison Resistance

23rd July 2020 at 7:48pm
Ability Alchemist Class Feat

Repeated exposure to toxic reagents has fortified your body against poisons of all kinds.

You gain Poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.

Feat Type Class
Level2
Requires
ClassAlchemist

Polar Ray

5th August 2020 at 11:59pm
Arcane Cold Concentrate Evocation Manipulate Primal Somatic Spell Verbal

Level8
Components Verbal Somatic
Cast Time
Range120 feet
Area
Target1 creature or object
Save
Duration
Domain

You fire a blue-white ray of freezing air and swirling sleet from your finger that can chill your target to the bones.

You must succeed at a spell attack roll to affect the target, which then takes 10d8 cold damage and is Drained 2.

Heightened (+1) The damage increases by 2d8.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14ColdStopped by Yellow wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Political Scion

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Agents of Edgewatch Player's Guide.

Stat ChoicesConstitution Intelligence
SkillDiplomacy
Lore
FeatHobnobber

Polymorph

27th June 2020 at 11:25pm
Trait

These effects transform the target into a new form.

A target can’t be under the effect of more than one polymorph effect at a time.

If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to Counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target.

Any Strikes specifically granted by a polymorph effect are Magical.

Unless otherwise stated, polymorph spells don’t allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.

If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there’s doubt about whether you can use an action, the GM decides.)

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

MutagenistPolymorphCan stack 2 polymorph effects from mutagens.

Pop Blister

1st August 2020 at 4:22pm
Action Concentrate Implied

Implied by Blister.

You can spend a single action, which has the Concentrate trait, to pop a blister.

Actions 1
Time
Free Hands
Skill
DefenseFortitude
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Positive Luminance

6th August 2020 at 6:49pm
Cleric Focus Spell Light Manipulate Necromancy Positive Somatic Spell Uncommon

Level4
Components Somatic 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 minute
DomainSun

Drawing life force into yourself, you become a beacon of positive energy.

You glow with Bright Light in a 10-foot Emanation, and you gain an internal pool of light called a luminance reservoir, which begins with a value of 4.

At the start of each of your turns, you can use a free action to increase the luminance reservoir by 4. If you do, the radius of your light increases by 10 feet.

If an Undead creature damages you with an attack or spell while it’s within the area of your light, that creature takes positive damage equal to half your luminance reservoir value. It takes this damage only the first time it damages you in a round.

You can Dismiss this Spell. When you do, you can target a creature within your light and direct the positive energy into it. The target must be a willing living creature or an undead creature. This heals a living target or damages an undead target by an amount equal to your luminance reservoir’s value.

When you cast positive luminance, any other positive luminance spell you already had in effect ends.

Heightened (+1) Both the initial value of your luminance reservoir and the amount you gain each turn increase by 1.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.

Possession (Spell)

27th July 2020 at 10:46pm
Concentrate Incapacitation Manipulate Mental Necromancy Occult Possession Somatic Spell Uncommon Verbal

Level7
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 living creature
Save Will
Duration1 minute
Domain

You send your mind and soul into the target’s body, attempting to take control.

The target must attempt a Will save. You can choose to use the effects of a degree of success more favorable to the target if you prefer.

While you’re possessing a target, your own body is Unconscious and can’t wake up normally.

You can sense everything the possessed target does.

You can Dismiss this spell.

If the possessed body dies, the spell ends and you must succeed at a Fortitude save against your spell DC or be Paralyzed for 1 hour, or 24 hours on a critical failure.

If the spell ends during an encounter, you act just before the possessed creature’s initiative count.

Heightened (9th) The duration is 10 minutes, and you can physically enter the creature’s body, protecting your physical body while the spell lasts.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessYou possess the target but can’t control it. You ride along in the body while the spell lasts.
FailureYou possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target’s turns, it attempts another Will save. If it fails, it’s Controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends.
Critical FailureYou possess the target fully, and it can only watch as you manipulate it like a puppet. The target is Controlled by you.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Post Guard of All Trades

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Agents of Edgewatch Player's Guide.

Stat ChoicesDexterity Intelligence
SkillPerformance
Lore
FeatDubious Knowledge

Potent Poisoner

23rd July 2020 at 9:28pm
Alchemist Class Feat

Prerequisite Powerful Alchemy.

By concentrating your poisons’ toxic components, you make them harder for victims to resist.

When you craft an alchemical item with the Poison trait by any means, the DC is increased by up to 4, to a maximum of your class DC.

Feat Type Class
Level10
RequiresPowerful Alchemy
ClassAlchemist

Power Word Blind

27th July 2020 at 10:47pm
Arcane Auditory Concentrate Enchantment Mental Spell Uncommon Verbal

Level7
Components Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
DurationVaries
Domain

You utter an arcane word of power that can make the target blinded upon hearing it.

Once targeted, the target is then temporarily immune for 10 minutes.

The effect of the spell depends on the target’s level.

  • 11th or Lower The target is Blinded permanently.
  • 12th–13th The target is blinded for 1d4 minutes.
  • 14th or Higher The target is Dazzled for 1 minute.

Heightened (+1) The levels at which each outcome applies increase by 2.

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.

Power Word Kill

27th July 2020 at 10:49pm
Arcane Auditory Concentrate Death Enchantment Mental Spell Uncommon Verbal

Level9
Components Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
DurationVaries
Domain

You utter the most powerful arcane word of power.

Once targeted, the target is then temporarily immune for 10 minutes.

The effect of the spell depends on the target’s level.

  • 14th or Lower The target dies instantly.
  • 15th If the target has 50 Hit Points or fewer, it dies instantly; otherwise, it drops to 0 Hit Points and becomes Dying 1, or increases its dying condition by 1 if it’s already dying.
  • 16th or Higher The target takes 50 damage; if this brings the target to 0 Hit Points, the target dies instantly.

Heightened (10th) The levels at which each outcome applies increase by 2.

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.

Power Word Stun

27th July 2020 at 10:50pm
Arcane Auditory Concentrate Enchantment Mental Spell Uncommon Verbal

Level8
Components Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
DurationVaries
Domain

You stun the target with an arcane word of power.

Once targeted, the target is then temporarily immune for 10 minutes.

The effect of the spell depends on the target’s level.

  • 13th or Lower The target is Stunned for 1d6 rounds.
  • 14th–15th The target is Stunned for 1 round.
  • 16th or Higher The target is Stunned 1.

Heightened (+1) The levels at which each outcome applies increase by 2.

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Powerful Alchemy

23rd July 2020 at 8:15pm
Alchemist Class Feat

Alchemical items you create on the fly are particularly potent.

When you use Quick Alchemy to create an Infused alchemical item that allows a saving throw, you can change its DC to your class DC.

Feat Type Class
Level8
Requires
ClassAlchemist

Powerful Leap

26th July 2020 at 1:23am
Feat General Skill

Prerequisites Expert in Athletics.

When you Leap, you can jump 5 feet up with a vertical Leap.

You increase the distance you can jump horizontally by 5 feet.

Feat Type Skill
Level2
Skill Athletics
RequirementE
Requires

Practiced Paddler

6th August 2020 at 5:25pm
Ancestry Feat Shoony

You’re skilled at navigating bogs and marshes, even for a paddler shoony.

You gain a swim Speed of 15 feet.

Feat Type Ancestry
AncestryShoony
Level5
RequiresPaddler Shoony

Precious Metals

5th August 2020 at 10:38pm
Cleric Focus Spell Manipulate Material Spell Transmutation Uncommon

Level4
Components Material 1 Focus Point
Cast Time
RangeRange
Area
Target1 metal weapon, up to 10 pieces of metal or metal-tipped ammunition, 1 suit of metal armor, or up to 1 bulk of metal material such as coins
Save
Duration1 minute
DomainWealth

Your deity blesses base metals to transform them into precious materials.

The target item transforms from its normal metal into Cold Iron, Copper, Gold, Iron, Silver, or Steel.

An item transmuted in this way deals damage according to its new material. For example, a steel sword transmuted to cold iron would deal additional damage to a creature with a weakness to cold iron.

This change is clearly magical and temporary, so the item’s monetary value doesn’t change; you couldn’t transmute copper coins to gold and use those coins to purchase something or as a cost for a spell.

Heightened (8th) Add Adamantine and Mithral to the list of metals you can transform the item into.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Precise

3rd August 2020 at 12:03am
Term

Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail.

The only way to target a creature without having drawbacks is to use a precise sense.

You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature.

Precise Strike

6th August 2020 at 11:45pm
Ability Swashbuckler

You strike with flair.

When you have Panache and you Strike with an Agile or Finesse melee weapon or Agile or Finesse unarmed attack, you deal 2 additional precision damage.

If the strike is part of a Finisher , the additional damage is 2d6 precision damage instead.

As your swashbuckler level increases, so does your additional damage for precise strike. Increase the amount of additional damage on a Strike and the number of additional dice on a finisher by one at 5th, 9th, 13th, and 17th levels.

LevelExtra Dice
12d6
53d6
94d6
135d6
176d6

Prediction

25th July 2020 at 12:35am

Prediction effects give information about what might happen in the future.

Prescient Consumable

30th July 2020 at 1:22pm
Feat General

Prerequisites Prescient Planner.

You can predict which consumables you might need in advance.

When using Prescient Planner, you can procure a consumable item from your backpack, instead of a piece of adventuring gear.

The consumable item must still be Common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn’t have made you Encumbered.

Feat Type General
Level7
RequiresPrescient Planner

Prescient Planner

30th July 2020 at 1:20pm
Feat General

Cost The price of the chosen item.

Requirements You haven't used this ability since the last time you were able to purchase goods.

You regularly create convoluted plans and contingencies, using your resources to enact them.

You take 1 minute to remove your backpack, then carefully remove an item you hadn’t previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity.

The item must be a piece of adventuring gear and can’t be a weapon, armor, alchemical item, magic item, or other treasure.

It must be Common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn’t have made you Encumbered.

Feat Type General
Level3
Requires
Prescient ConsumablePrescient PlannerCan fish out a consumable item instead.

Press

27th June 2020 at 11:48pm
Trait

Actions with this trait allow you to follow up earlier attacks.

An action with the press trait can be used only if you are currently affected by a Multiple Attack Penalty.

Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don’t apply on a critical failure.

If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Because a press action requires a multiple attack penalty, you can’t use one when it’s not your turn, even if you use the Ready activity.

Press-Ganged

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesStrength Wisdom
SkillSociety
LoreSailing
FeatExperienced Professional

Prestigitation

27th July 2020 at 10:52pm
Arcane Cantrip Concentrate Divine Evocation Manipulate Occult Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range10 feet
Area
Target1 object
Save
DurationSustained
Domain

The simplest magic does your bidding.

You can perform simple magical effects for as long as you Sustain the Spell.

Each time you Sustain the Spell, you can choose one of four options.

  • Cook Cool, warm, or flavor 1 pound of nonliving material.
  • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
  • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or spell component.
  • Tidy Color, clean, or soil an object of light Bulk or less.

You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object with 1 minute per Bulk.

Prestidigitation can’t deal damage or cause adverse conditions.

Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Primal

27th July 2020 at 12:09am
Tradition

An instinctual connection to and faith in the world, the cycle of day and night, the turning of the seasons, and the natural selection of predator and prey drive the primal tradition.

Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal Sorcerers call upon their fey or beast blood to harness the same natural energies.

Cantrips

Level 1 Primal Spells

Level 2 Primal Spells

Level 3 Primal Spells

Level 4 Primal Spells

Level 5 Primal Spells

Level 6 Primal Spells

Level 7 Primal Spells

Level 8 Primal Spells

Level 9 Primal Spells

Level 10 Primal Spells

Primal Herd

27th July 2020 at 10:55pm
Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal

Level10
Components Somatic Verbal
Cast Time
Range30 feet
Area
TargetYou and up to 5 Willing targets
Save
Duration1 minute
Domain

Summoning the power of the natural world, you transform the targets into a herd of mammoths, and they each assume a Huge battle form.

Each target must have enough space to expand into or the spell fails for that target.

Each target gains the Animal trait.

Each target can Dismiss the spell’s effects on themself.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, speak, or use Manipulate actions that require hands in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

Each target gains the following while transformed:

  • AC = 22 + the target’s level. Ignore any armor check penalty and Speed reduction.
  • 20 temporary Hit Points.
  • Speed 40 feet.
  • Low-Light Vision.
  • The following unarmed melee attacks, which are the only attacks the target can use. They’re trained with them. When attacking with these attacks, the target uses their attack modifier with the proficiency and item bonuses of their most favorable weapon or unarmed Strike, and the damage is listed for each attack. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If the target’s unarmed attack modifier is higher, they can use it instead.

Melee tusk (reach 15 feet), Damage 4d8+19 piercing;

Melee trunk (agile, reach 15 feet), Damage 4d6+16 bludgeoning;

Melee foot (agile, reach 15 feet), Damage 4d6+13 bludgeoning.

  • Athletics modifier of +30, unless the target’s own modifier is higher.
  • Trample You move up to twice your Speed and move through the space of Large or smaller creatures, trampling each creature whose space you enter. A trampled creature takes damage from its foot Strike based on a basic Reflex save (DC = 19 + the target’s level).
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingTransmutationRolls automatic Counteract check to see real form.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Primal Phenomenon

27th July 2020 at 10:57pm
Concentrate Divination Manipulate Material Primal Somatic Spell Verbal

Level10
Components Material Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration
Domain

You request a direct intercession from the natural world.

Nature always refuses unnatural requests and might grant a different request (potentially more powerful or better fitting its character) than the one you asked for.

A primal phenomenon spell can do any of the following things.

  • Duplicate any primal spell of 9th level or lower.
  • Duplicate any non-primal spell of 7th level or lower.
  • Produce any effect whose power level is in line with the above effects.
  • Reverse certain effects that refer to the Wish spell.

At the GM’s discretion, you can try to use primal phenomenon to produce greater effects than these, but doing so may be dangerous, or the spell may have only a partial effect.

Primal spells that can be duplicated: Acid Arrow, Acid Splash, Acid Storm, Acidic Burst, Aerial Form, Air Bubble, Air Walk, Alarm, Animal Form, Animal Messenger, Animal Vision, Ant Haul, Aqueous Orb, Banishment, Barkskin, Bestial Curse, Blanket of Stars, Blinding Fury, Blister, Burning Hands, Chain Lightning, Chameleon Coat, Charm, Chilling Spray, Cloudkill, Cone of Cold, Continual Flame, Control Water, Countless Eyes, Crashing Wave, Create Food, Create Water, Creation (Spell), Cup of Dust, Curse of Lost Time, Dancing Lights, Darkness (Spell), Darkvision, Deafness, Death Ward, Detect Magic, Detect Poison, Dinosaur Form, Disjunction, Dismantle, Dispel Magic, Disrupt Undead, Dragon Form, Earthbind, Earthquake, Eclipse Burst, Electric Arc, Elemental Form, Endure Elements, Energy Aegis, Enhance Victuals, Enlarge, Entangle, Expeditious Excavation, Faerie Fire, Familiar's Face, Fear, Feast of Ashes, Feather Fall, Feet to Fins, Field of Life, Fiery Body, Final Sacrifice, Finger of Death, Fire Seeds, Fire Shield, Fireball, Flaming Sphere, Fleet Step, Flesh to Stone, Floating Disk, Fly (Spell), Freedom of Movement, Fungal Infestation, Gaseous Form, Gentle Repose, Glitterdust, Glyph of Warding, Goblin Pox, Grease, Grisly Growths, Gust of Wind, Hallucinatory Terrain, Haste, Heal, Heat Metal, Horrid Wilting, Humanoid Form, Hydraulic Torrent, Ice Storm, Impaling Spike, Implosion, Insect Form, Iron Gut, Jump, Know Direction, Light, Lightning Bolt, Lightning Storm, Longstrider, Mad Monkeys, Magic Fang, Magic Stone, Mariner's Curse, Mask of Terror, Massacre, Meld into Stone, Mending, Meteor Swarm, Moment of Renewal, Monstrosity Form, Moon Frenzy, Nature's Enmity, Negate Aroma, Nondetection, Noxious Vapors, Obscuring Mist, Pass Without Trace, Passwall, Pest Form, Pet Cache, Phantom Steed, Plane Shift, Plant Form, Polar Ray, Prestigitation, Produce Flame, Pummeling Rubble, Punishing Winds, Purify Food and Drink, Purple Worm Sting, Quench, Ray of Frost, Read Aura, Reaper's Lantern, Reflective Scales, Regenerate, Remove Disease, Remove Fear, Remove Paralysis, Resist Energy, Restoration, Restore Senses, Rusting Grasp, Safe Passage, Scintillating Safeguard, Searing Light, Shape Stone, Shape Wood, Shapechange, Shatter, Shattering Gem, Shifting Sand, Shillelagh, Shocking Grasp, Shockwave, Show the Way, Shrink, Sigil, Slough Skin, Slow, Snowball, Solid Fog, Speak With Animals, Speak With Plants, Spider Climb, Spider Sting, Spike Stones, Stabilize, Status, Stinking Cloud, Stone Tell, Stone to Flesh, Stoneskin, Storm of Vengeance, Sudden Blight, Summon Animal, Summon Elemental, Summon Fey, Summon Giant, Summon Plant or Fungus, Sunburst, Tanglefoot, Tangling Creepers, Tether, Threefold Aspect, Transmute Rock and Mud, Tree Shape, Tree Stride, True Seeing, Unfettered Pack, Ventriloquism, Vital Beacon, Volcanic Eruption, Vomit Swarm, Wall of Fire, Wall of Flesh, Wall of Ice, Wall of Thorns, Wall of Wind, Water Breathing, Water Walk, Weapon Storm, Web, Wind Walk,

Non-Primal spells that can be duplicated: Aberrant Whispers, Abundant Step, Abyssal Plague, Abyssal Wrath, Agile Feet, Agitate, Agonizing Despair, Allegro, Anathematic Reprisal, Ancestral Memories, Angelic Halo, Angelic Wings, Animate Dead, Animate Rope, Animated Assault, Animus Mine, Anticipate Peril, Appearance of Wealth, Arcane Countermeasure, Artistic Flourish, Athletic Rush, Augury, Baleful Polymorph, Bane, Befuddle, Bind Undead, Bit of Luck, Black Tentacles, Blade Barrier, Bless, Blind Ambition, Blink, Blistering Invective, Blur, Brand the Impenitent, Breath of Life, Calm Emotions, Captivating Adoration, Celestal Brand, Champion's Sacrifice, Charitable Urge, Charming Touch, Chill Touch, Chilling Darkness, Chroma Leach, Chromatic Wall, Circle of Protection, Clairaudience, Clairvoyance, Cloak of Colors, Cloak of Shadow, Collective Transposition, Color Spray, Command, Commanding Lash, Competitive Edge, Comprehend Language, Confusion, Contingency, Counter Performance, Cozy Cabin, Crisis of Faith, Crushing Despair, Cry of Destruction, Darkened Eyes, Daze, Dazzing Flash, Death Knell, Death's Call, Deja Vu, Delusional Pride, Destructive Aura, Detect Alignment, Detect Scrying, Diabolic Edict, Dimension Door, Dimensional Anchor, Dimensional Lock, Dirge of Doom, Discern Lies, Disintegrate, Disperse into Air, Disrupting Weapons, Divine Decree, Divine Lance, Divine Vessel, Divine Wrath, Dominate, Downpour, Dragon Breath, Dragon Claws, Dragon Wings, Drain Life, Dream Message, Dreamer's Call, Dreaming Potential, Drop Dead, Dull Ambition, Duplicate Foe, Elemental Burst, Elemental Motion, Embrace the Pit, Endure, Enduring Might, Enervation, Enthrall, Eradicate Undeath, Ethereal Jaunt, Exchange Image, Extend Spell, Face in the Crowd, Faerie Dust, False Life, False Vision, Feeblemind, Fey Disappearance, Fire Ray, Flame Barrier, Flame Strike, Forbidding Ward, Force Cage, Forced Quiet, Forgotten Lines, Fungal Hyphae, Ghost Sound, Ghostly Tragedy, Ghostly Weapon, Ghoulish Cravings, Glibness, Glimpse the Truth, Globe of Invulnerability, Goodberry, Gravity Well, Grim Tendrils, Hallucination, Harm, Heal Animal, Healer's Blessing, Heroism, Hideous Laughter, Holy Cascade, House of Imaginary Walls, Hurtling Stone, Hymn of Healing, Hypercognition, Hypnotic Pattern, Ill Omen, Illusory Creature, Illusory Disguise, Illusory Object, Imprint Message, Inspire Competence, Inspire Courage, Inspire Defense, Inspire Heroics, Invisibility Sphere, Invisibility, Invisible Item, Item Facade, Join Pasts, Ki Blast, Ki Rush, Ki Strike, Knock, Know the Enemy, Lay on Hands, Levitate, Liberating Command, Lingering Composition, Litany Against Sloth, Litany Against Wrath, Litany of Depravity, Litany of Righteousness, Litany of Self-Interest, Localized Quake, Locate, Lock, Loremaster's Etude, Lucky Break, Mage Armor, Mage Hand, Magic Aura, Magic Missile, Magic Mouth, Magic Weapon, Magic's Vessel, Magnificent Mansion, Malignant Sustenance, Message Rune, Message, Mind Probe, Mind Reading, Mindlink, Mirror Image, Misdirection, Mislead, Modify Memory, Moonbeam, Mystic Beacon, Nature's Bounty, Nightmare, Object Reading, Ode to Ouroborus, Outcast's Curse, Overstuff, Paranoia, Penumbral Shroud, Perfected Form, Perfected Mind, Phantasmal Calamity, Phantasmal Killer, Phantasmal Treasure, Phantom Pain, Positive Luminance, Possession (Spell), Power Word Blind, Precious Metals, Primal Summons, Prismatic Spray, Private Sanctum, Project Image, Protection (Spell), Protector's Sacrifice, Protector's Sphere, Prying Eye, Pulse of the City, Pushing Gust, Raise Dead, Ray of Enfeeblement, Read Fate, Read Omens, Rebuke Death, Remove Curse, Repulsion, Resilient Sphere, Retributive Pain, Retrocognition, Reverse Gravity, Righteous Might, Rope Trick, Safeguard Secret, Sanctified Ground, Sanctuary, Savor the Sting, Scholarly Recollection, Scrying, Sculpt Sound, Seal Fate, Secret Chest, Secret Page, See Invisibility, Sending, Shadow Blast, Shadow Siphon, Shadow Walk, Share Lore, Shared Nightmare, Shield Other, Shield, Shrink Item, Silence, Silver's Refrain, Sleep, Song of Marching, Song of Strength, Soothe, Soothing Ballad, Soothing Words, Sound Burst, Spectral Hand, Spell Immunity, Spell Turning, Spellwrack, Spirit Blast, Spirit Link, Spirit Sense, Spiritual Anamnesis, Spiritual Guardian, Spiritual Weapon, Splash of Art, Stormwind Flight, Strange Geometry, Subconscious Suggestion, Sudden Shift, Suggestion, Summon Celestial, Summon Construct, Summon Dragon, Summon Entity, Summon Fiend, Summon Instrument, Sweet Dream, Symphony of the Unfettered Heart, Synaptic Pulse, Synesthesia, Take its Course, Talking Corpse, Telekinetic Haul, Telekinetic Maneuver, Telekinetic Projectile, Telepathic Bond, Telepathy (Spell), Teleport, Tempest Surge, Temporary Tool, Tempt Fate, Thoughtful Gift, Tidal Surge, Time Beacon, Tongues, Touch of Corruption, Touch of Idiocy, Touch of Obedience, Touch of the Moon, Touch of Undeath, Traveler's Transit, Trickster's Twin, Triple Time, True Strike, True Target, Undetectable Alignment, Unimpeded Stride, Unity, Unseen Servant, Vampiric Exsanguination, Vampiric Maiden, Vampiric Touch, Veil of Confidence, Veil, Vibrant Pattern, Vibrant Thorns, Visions of Danger, Waking Nightmare, Wall of Force, Wall of Stone, Warp Mind, Weapon Surge, Whirling Scarves, Wholeness of Body, Wild Morph, Wild Shape, Wild Winds Stance, Wind Jump, Word of Freedom, Word of Truth, Zeal for Battle, Zealous Conviction, Zone of Truth,

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Primal Summons

6th August 2020 at 9:13pm
Concentrate Conjuration Druid Focus Spell Free Spell Uncommon Verbal

Level6
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
Domain

You enhance a summoned creature with the power of the elements.

If your next action is to cast either Summon Animal or Summon Plant or Fungus, choose air, earth, fire, or water, and the creature you summon gains the corresponding abilities.

  • Air The creature gains a fly Speed of 60 feet.
  • Earth The creature gains a burrow Speed of 20 feet, reduces its land Speed by 10 feet (minimum 5 feet), and gains resistance 5 to physical damage.
  • Fire The creature’s attacks deal 1d6 extra fire damage, and it gains resistance 10 to fire and weakness 5 to cold and water.
  • Water The creature gains a swim Speed of 60 feet, can spend 1 action after a melee attack to attempt a Shove (ignoring multiple attack penalty), and gains resistance 5 to fire.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Prismatic Sphere

1st August 2020 at 5:34pm
Abjuration Arcane Concentrate Light Manipulate Occult Somatic Spell Verbal

Level9
Components Somatic Verbal
Cast Time
Range
Area10-foot Burst
Target
Save
Duration1 hour
Domain

You create a seven-layered sphere to protect an area.

This multicolored sphere functions like a Prismatic Wall but is shaped in a 10-foot Burst centered on a corner of your space.

You must form the sphere in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Prismatic Spray

6th August 2020 at 7:29pm
Arcane Concentrate Evocation Light Manipulate Occult Somatic Spell Verbal

Level7
Components Somatic Verbal
Cast Time
Range
Area30 foot Cone
Target
Save
Duration
Domain

A spray of rainbow light beams cascades from your open hand.

Each creature in the area must roll 1d8 on the table below to see which beam affects it, then attempt a saving throw of the indicated type.

The table notes any additional traits that apply to each type of ray.

If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws.

For all rays, a successful saving throw negates the effect for that creature.

1d8ColorSaveEffect (Traits)
1RedReflex50 Fire damage
2OrangeReflex60 Acid damage
3YellowReflex70 Electricity damage
4GreenFortitude30 Poison damage and Enfeebled 1 for 1 minute
5BlueFortitudeAffected as if by Flesh to Stone
6IndigoWillConfused, as the Warp Mind spell ( Mental )
7VioletWillSlowed 1 for 1 minute; if a critical failure, sent to another plane, as Plane Shift ( Teleportation )
8Potent beam-Affected by two beams—roll beam twice, rerolling any duplicates or results of 8.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.
ChromaWall14AcidStopped by Yellow wall.
RegenerateAcidDeactivates regeneration from this spell.
ChromaWall14ElectricityStopped by Yellow wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Prismatic Wall

1st August 2020 at 5:33pm
Abjuration Arcane Concentrate Light Manipulate Material Occult Somatic Spell Verbal

Level8
Components Material Somatic Verbal
Cast Time
Range120 feet
Area
Target
Save
Duration1 hour
Domain

You create an opaque wall of shimmering, multicolored light.

The wall is straight and vertical, stretching 60 feet long and 30 feet high.

You must form the wall in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost.

You can pass through the wall and ignore its effects. You can ignore the effects of passing through the wall, but it still blocks your spells, missiles, etc.

The wall sheds bright light out to 20 feet on each side (and dim light to the next 20 feet).

Creatures other than you that come into the wall’s light must attempt a Will save; they’re Dazzled for 1 round on a success, Blinded for 1 round on a failure, and blinded for 1 minute on a critical failure. They are then temporarily immune to the blinding effect for 1 hour.

A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level Chromatic Wall spell of that color, and the others have the effect of a 7th-level chromatic wall spell of that color.

A creature that tries to pass through the wall must attempt a saving throw against each component wall. The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet walls.

The wall as a whole is immune to counteracting effects of the wall’s level or lower; each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can’t be affected until the previous color is counteracted. Counteracting a color wall removes that color’s effect from the wall, and counteracting them all ends prismatic wall.

The wall as a whole can still be counteracted with a counteracting effect higher than the wall's level.

You can Dismiss the spell.

The effects are as follows:

  1. Red The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. Cone of Cold can counteract a red chromatic wall.
  2. Orange The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. Gust of Wind can counteract an orange chromatic wall.
  3. Yellow The wall stops Acid , Cold , Electricity , Fire , Force , Negative , Positive , and Sonic effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. Disintegrate can counteract a yellow chromatic wall.
  4. Green The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them Enfeebled 1 for 1 minute. A basic Fortitude save reduces the damage and negates the enfeebled condition on a success. Passwall can counteract a green chromatic wall.

  1. Blue The wall stops Auditory , Petrification , and Visual effects from passing through, and creatures passing through are subject to the effects of Flesh to Stone. Magic Missile can counteract a blue chromatic wall.
  2. Indigo The wall stops Divination and Mental effects from passing through, and those passing through are subject to the effects of Warp Mind. Searing Light can counteract an indigo chromatic wall.
  3. Violet The wall prevents spells from targeting the other side (area effects still cross as normal). Creatures passing through must succeed at a Will save or they are Slowed 1 for 1 minute; on a critical failure, the creature is instead sent to another plane, with the effect of Plane Shift. Dispel Magic can counteract a violet chromatic wall.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Prisoner

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesConstitution Strength
SkillStealth
LoreUnderworld
FeatExperienced Smuggler

Private Sanctum

27th July 2020 at 11:12pm
Abjuration Arcane Concentrate Manipulate Material Occult Somatic Spell Uncommon Verbal

Level4
Components Material Somatic Verbal
Cast Time
RangeTouch
Area100 foot Burst
Target
Save
Duration24 hours
Domain

From outside, the area looks like a bank of impenetrable black fog.

Sensory stimuli (such as sounds, smells, and light) don’t pass from inside the area to outside the area.

Scrying spells can’t perceive any stimuli from the area, and mind-reading effects don’t work in the area.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Produce Flame

28th July 2020 at 8:23pm
Arcane Attack Cantrip Concentrate Evocation Fire Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
Duration
Domain

A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range.

Make a spell attack roll against your target’s AC.

This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach.

On a success, you deal 1d4 Fire damage plus your spellcasting ability modifier.

On a critical success, the target takes double damage and 1d4 persistent Fire damage.

Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.

ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Fiery BodyProduce FlameAllows to be cast with 1 action as an innate spell.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

ProficiencySimpleDC

22nd July 2020 at 10:17pm
U:10
T:15
E:20
M:30
L:40

Project Image

28th July 2020 at 8:24pm
Arcane Concentrate Illusion Manipulate Mental Occult Somatic Spell Verbal

Level7
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

You project an illusory image of yourself.

You must stay within range of the image, and if at any point you can’t see the image, the spell ends.

Whenever you Cast a Spell other than one whose area is an Emanation, you can cause the spell effect to originate from either yourself or the image.

Because the image is an illusion, it can’t benefit from spells, though visual manifestations of the spell appear.

The image has the same AC and saves as you.

If it is hit by an attack or fails a save, the spell ends.

Heightened (+2) The maximum duration you can Sustain the Spell increases to 10 minutes.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
True SeeingIllusionRolls automatic Counteract check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Prone

27th July 2020 at 9:59pm
Condition

You’re lying on the ground.

You are Flat-Footed and take a –2 circumstance penalty to attack rolls. (You aren't Flat-Footed while Prone if you have Nimble Crawl and are legendary in Acrobatics.)

The only Move actions you can use while you’re prone are Crawl and Stand.

Standing up ends the prone condition.

You can Take Cover while prone to hunker down and gain cover against ranged attacks, even if you don’t have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed).

If you would be knocked prone while you’re Climbing or Flying, you Fall. You can’t be knocked prone when Swimming.

You can use an action to voluntarily Drop Prone.

You usually fall prone if knocked Unconscious.

You can Kip Up to stand as a free action. This isn't a Move action, so it doesn't break the rule above.

Nimble CrawlProneIf legendary Acrobatics, not flat-footed while Prone

Propulsive

7th July 2020 at 12:44am
Weapon Trait

You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon.

If you have a negative Strength modifier, you add your full Strength modifier instead (which will reduce the damage, because you are adding a negative number).

Protection (Domain)

4th August 2020 at 9:16pm
Domain

You ward yourself and others.

Basic Domain Spell: Protector's Sacrifice

Advanced Domain Spell: Protector's Sphere

Protection (Spell)

4th August 2020 at 9:16pm
Abjuration Concentrate Divine Manipulate Occult Somatic Spell Uncommon Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration1 minute
Domain

You ward a creature against a specified alignment.

Choose Chaotic , Evil , Good , or Lawful when you cast this spell.

The target gains a +1 status bonus to Armor Class and saving throws against creatures and effects of the chosen alignment.

This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by Summoned creatures of the chosen alignment.

This spell gains the trait that opposes the alignment you chose—if you choose chaos, this spell gains the lawful trait, and vice versa; if you choose evil, this spell gains the good trait, and vice versa.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Protector's Sacrifice

5th August 2020 at 11:20pm
Abjuration Cleric Focus Spell Manipulate Reaction Somatic Spell Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
Range30 feet
Area
Target
Save
Duration
DomainProtection (Domain)

Trigger An ally within 30 feet takes damage.

You protect your ally by suffering in their stead.

Reduce the damage the triggering ally would take by 3.

You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply.

You aren’t subject to any conditions or other effects of whatever damaged your ally (such as poison from a venomous bite). Your ally is still subject to those effects even if you redirect all of the triggering damage to yourself.

Heightened (+1) The damage you redirect increases by 3.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Faerie DustReactionCan't be used while affected.

Protector's Sphere

5th August 2020 at 11:19pm
Abjuration Cleric Concentrate Focus Spell Manipulate Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area15 foot Emanation
Target
Save
DurationSustained up to 1 minute
DomainProtection (Domain)

A protective aura emanates out from you, safeguarding you and your allies.

You gain resistance 3 to all damage.

Your allies also gain this resistance while they are within the area.

Heightened (+1) The resistance increases by 1.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Provoke Vine

30th July 2020 at 11:13pm
Action Concentrate Implied

Implied by Tangling Creepers.

Once per round, you can make a vine lash out from any square within the expanse of creepers by using a single action, which has the concentrate trait.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Prying Eye

28th July 2020 at 8:29pm
Arcane Concentrate Divination Divine Manipulate Material Occult Scrying Somatic Spell Verbal

Level5
Components Material Somatic Verbal
Cast Time1 minute
RangeSee text
Area
Target
Save
DurationSustained
Domain

You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet.

It sees in all directions with your normal visual senses and continuously transmits what it sees to you.

The first time you Sustain the Spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it.

There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence.

You can attempt Seek actions through the eye if you want to attempt Perception checks with it.

Any damage dealt to the eye destroys it and ends the spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall57DivinationBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Pulse of the City

5th August 2020 at 11:22pm
Concentrate Focus Spell Manipulate Material Somatic Spell Verbal

Level4
Components Somatic Verbal Material 1 Focus Point
Cast Time
Range25 miles
Area
Target
Save
Duration
DomainCities

You tap into the zeitgeist of the nearest settlement in range (if any).

You learn the name of the settlement, and you can utter a special word to learn a brief summary of one significant event happening in the settlement.

Choose one of the following words, which indicates the type of people involved and type of event you learn about.

  • Wardens city guards, barristers, and judges (criminal reports, busts, changes in routines, legal trials)
  • Titles nobles and politicians (high society weddings, elite soirees, political rallies)
  • Masses common folk and merchants (gathering mobs, major sales)

When uttering your word, you can exclude events you already know about, whether you know about them from this spell or from other experiences.

If you cast pulse of the city again within 24 hours, you can say “echo” instead of another word to get an update on the event you learned about the last time you Cast the Spell.

Pulse of the city reveals only publicly available or observable information. You never learn clandestine movements or other details people are specifically trying to hide.

The spell is also notoriously bad at overcoming magic meant to avoid detection; it automatically fails to reveal information about events involving creatures, places, or objects affected by spells that could prevent or counteract pulse of the city (such as Nondetection).

Heightened (5th) The range increases to 100 miles.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Pummeling Rubble

1st August 2020 at 6:07pm
Arcane Concentrate Earth Evocation Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area15 foot Cone
Target
Save Reflex
Duration
Domain

A spray of heavy rocks flies through the air in front of you.

The rubble deals 2d4 bludgeoning damage to each creature in the area with a basic Reflex save.

Creatures who fail their Reflex save are also pushed 5 foot away from you. Creatures who critically fail are pushed 10 foot.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Punishing Winds

28th July 2020 at 8:32pm
Air Concentrate Evocation Manipulate Material Primal Somatic Spell Verbal

Level8
Components Material Somatic Verbal
Cast Time
Range100 feet
Area30-foot radius, 100-foot-tall cylinder
Target
Save
DurationSustained up to 1 minute
Domain

Violent winds and a powerful downdraft fill the area, forming a cyclone.

All flying creatures in the area descend 40 feet.

The entire area is Greater Difficult Terrain for Flying creatures, and difficult terrain for creatures on the ground or Climbing.

Any creature that ends its turn Flying within the area descends 20 feet.

Any creature pushed into a surface by this spell’s winds takes bludgeoning damage as though it had fallen.

The squares at the outside vertical edges of the cylinder prevent creatures from leaving. These squares are greater difficult terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Maneuver in Flight against your spell DC to get through. A creature that fails ends its current action but can try again.

AirThis may not work in vacuum or without air.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Purify Food and Drink

28th July 2020 at 8:33pm
Concentrate Divine Manipulate Necromancy Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 cubic foot of contaminated food or water
Save
Duration
Domain

You remove toxins and contaminations from food and drink, making them safe to consume.

This spell doesn’t prevent future contamination, natural decay, or spoilage.

One cubic foot of liquid is roughly 8 gallons.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Purple Worm Sting

28th July 2020 at 8:36pm
Arcane Concentrate Manipulate Necromancy Poison Primal Somatic Spell Verbal

Level6
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save Fortitude
Duration
Domain

You replicate the attack of a deadly purple worm.

You deal 6d6 piercing damage to the touched creature and afflict it with purple worm venom.

The target must attempt a Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target takes 3d6 poison damage.
FailureThe target is afflicted with purple worm venom at stage 1.
Critical FailureThe target is afflicted with purple worm venom at stage 2.

Purple Worm Venom (poison); Level 11; Maximum Duration 6 rounds. Stage 1 3d6 poison damage and Enfeebled 2 (1 round); Stage 2 4d6 poison damage and Enfeebled 2 (1 round); Stage 3 6d6 poison damage and Enfeebled 2 (1 round).

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Purveyor of the Bizarre

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesIntelligence Wisdom
SkillArcana
LoreMercantile
FeatQuick Identification

Push

27th June 2020 at 9:06pm
Action

Requirements The monster’s last action was a success with a Strike that lists Push in its damage entry.

The monster automatically knocks the target away from the monster.

Unless otherwise noted in the ability description, the creature is pushed 5 feet.

If the attack was a critical hit, this distance is doubled.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Pushing Gust

5th August 2020 at 11:25pm
Air Cleric Concentrate Conjuration Focus Spell Manipulate Somatic Spell Uncommon Verbal

Level1
Components Somatic Verbal 1 Focus Point
Cast Time
Range500 feet
Area
Target1 creature
Save Fortitude
Duration
DomainAir (Domain)

Giving the air a push, you buffet the target with a powerful gust of wind; it must attempt a Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target is pushed 5 feet away from you.
FailureThe target is pushed 10 feet away from you.
Critical FailureThe target is pushed 10 feet away from you and knocked Prone.
AirThis may not work in vacuum or without air.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Quench

1st August 2020 at 6:10pm
Abjuration Concentrate Manipulate Primal Somatic Spell Verbal Water

Level2
Components Somatic Verbal
Cast Time
Range120 feet
Area20 foot Burst
Target
Save Fortitude
DurationSustained
Domain

You cause the air in the area to become supersaturated with water vapor.

Non-magical fires within the area are automatically extinguished.

Fire creatures within the area take 4d8 damage (basic Fortitude save).

Choose one magical fire, fire spell, or fire item in the area and attempt to Counteract it.

If you succeed against an item, the item loses its fire properties for 10 minutes (for instance, a +1 Flaming longsword would become a +1 longsword). If the target is an artifact or similarly powerful item, you automatically fail to counteract it.

When you Sustain this Spell, you can move the area of vapor anywhere within range, but the only effect when you do so is to automatically extinguish non-magical fires.

If you have the Counterspell reaction, you can use quench to counter any spell with the fire trait instead of needing to have the triggering fire spell prepared or in your repertoire.

Heightened (+1) Increase the damage to fire creatures by 2d8.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Quick

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Constitution
SkillDeception
LoreUndead
FeatCharming Liar

Quick Alchemy

23rd July 2020 at 7:54pm
Action Alchemist Manipulate

Cost 1 batch of Infused Reagents

Requirements Alchemist's Tools, the formula for the item you're creating, and a free hand.

You swiftly mix up a short-lived alchemical item to use at a moment’s notice.

You create a single alchemical item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check.

This item has the Infused trait, but it remains potent only until the start of your next turn.

Actions 1
Time
Free Hands1
Skill
Defense
ToolAlchemist's Tools
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
Alchemical AlacrityQuick AlchemyCan make up to 3 items.
Combine ElixirsQuick AlchemyCombine two elixir effects into one (Additive 2)
Debilitating BombQuick AlchemyAdd a status effect to a bomb (Additive 2)
Greater Debilitating BombDebilitating BombUpgrades available list of effects.
True Debilitating BombGreater Debilitating BombAdds more effect options and demotes some saves.
Perfect DebilitationDebilitating BombDemotes enemy saves against bombs.
Double BrewQuick AlchemyLets you make 2 items instead of 1.
Enduring AlchemyQuick AlchemyItems stay potent until the end of your next turn.
Exploitive BombQuick AlchemyLets created bombs bypass resistance (Additive 2).
Healing BombQuick AlchemyLets you throw healing elixirs as bombs (Additive 2).
Merciful ElixirQuick AlchemyLets elixirs ease fear and paralysis. (Additive 2)
Greater Merciful ElixirMerciful ElixirAllows elixir to counteract more conditions.
Powerful AlchemyQuick AlchemyLets you change item's save DC to your class DC.
Smoke BombQuick AlchemyLets you make a crafted bomb also create smoke (Additive 1).
Sticky BombQuick AlchemyLets you add persistent damage to bombs (additive 2)
Unstable ConcoctionQuick AlchemyMake items over level, but they might explode.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Quick Bomber

23rd July 2020 at 7:47pm
Action Alchemist Attack Class Feat Manipulate

You keep your bombs in easy-to-reach pouches from which you draw without thinking.

You Interact to draw a bomb, then Strike with it.

Actions 1
Time
Free Hands1
Skill
Defense
Tool
Sub-actionsInteract Strike
Feat Type Class
Level1
Requires
ClassAlchemist
AttackThis is affected by Multiple Attack Penalty.
ManipulateThis may provoke Attack of Opportunity and other reactions.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Quick Climb

26th July 2020 at 1:23am
Feat General Skill

Prerequisites Master in Athletics.

When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed.

If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.

Feat Type Skill
Level7
Skill Athletics
RequirementM
Requires

Quick Coercion

26th July 2020 at 1:24am
Feat General Skill

Prerequisites Trained in Intimidation.

You can bully others with just a few choice implications.

You can Coerce a creature after 1 round of conversation instead of 1 minute.

You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.

Feat Type Skill
Level1
Skill Intimidation
RequirementT
Requires

Quick Contacts

30th July 2020 at 1:23pm
Feat General Skill

Prerequisites Connections or Underworld Connections.

You know where to go, who to talk to, and how to make new connections, fast.

Upon entering a new settlement, spending 1 day of downtime allows you to build enough connections to make use of the Connections or Underworld Connections feats.

If you’re legendary in Society, you can form the required connections within 1 hour of entering a new settlement.

Feat Type Skill
Level2
Skill Society
RequirementE
RequiresConnections Underworld Connections

Quick Disguise

26th July 2020 at 1:24am
Feat General Skill

Prerequisites Expert in Deception.

You can set up a disguise in half the usual time (generally 5 minutes).

If you’re a master, it takes one-tenth the usual time (usually 1 minute).

If you’re legendary, you can create a full disguise and Impersonate as a 3-action activity.

Feat Type Skill
Level2
Skill Deception
RequirementE
Requires

Quick Identification

26th July 2020 at 1:24am
Feat General Skill

Prerequisites Trained in Arcana, Nature, Occultism or Religion.

You can Identify Magic swiftly.

You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes.

If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.

Feat Type Skill
Level1
Skill Arcana Nature Occultism Religion
RequirementT
Requires

Quick Jump

26th July 2020 at 1:25am
Feat General Skill

Prerequisites Trained in Athletics.

You can use High Jump and Long Jump as a single action instead of 2 actions.

If you do, you don’t perform the initial Stride, nor do you fail if you don’t Stride 10 feet.

Feat Type Skill
Level1
Skill Athletics
RequirementT
Requires

Quick Rage

6th August 2020 at 10:45pm
Ability

You recover from your Rage quickly, and are soon ready to begin anew.

After you spend a full turn without raging, you can Rage again without needing to wait 1 minute.

Quick Recognition

26th July 2020 at 1:25am
Feat General Skill

Prerequisites Master in Arcana, Nature, Occultism, or Religion; Recognize Spell.

You Recognize Spells swiftly.

Once per round, you can Recognize a Spell using a skill in which you’re a master as a free action.

Feat Type Skill
Level7
Skill Arcana Nature Occultism Religion
RequirementM
Requires

Quick Repair

26th July 2020 at 1:25am
Feat General Skill

Prerequisites Trained in Crafting.

You take 1 minute to Repair an item.

If you’re a master in Crafting, it takes 3 actions.

If you’re legendary, it takes 1 action.

Feat Type Skill
Level1
Skill Crafting
RequirementT
Requires

Quick Squeeze

26th July 2020 at 1:26am
Feat General Skill

Prerequisites Trained in Acrobatics.

You Squeeze 5 feet per round (10 feet on a critical success).

If you’re legendary in Acrobatics, you Squeeze at full Speed.

Feat Type Skill
Level1
Skill Acrobatics
RequirementT
Requires

Quick Swim

26th July 2020 at 1:26am
Feat General Skill

Prerequisites Master in Athletics.

You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed.

If you’re legendary in Athletics, you gain a swim Speed equal to your Speed.

Feat Type Skill
Level7
Skill Athletics
RequirementM
Requires

Quick Unlock

26th July 2020 at 1:26am
Feat General Skill

Prerequisites Master in Thievery.

You can Pick a Lock using 1 action instead of 2.

Feat Type Skill
Level7
Skill Thievery
RequirementM
Requires

Quickened

26th June 2020 at 9:19pm
Condition

You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action.

If you become quickened from multiple sources, you can use the extra action you’ve been granted for any single action allowed by any of the effects that made you quickened.

Because quickened has its effect at the start of your turn, you don’t immediately gain actions if you become quickened during your turn.

AllegroQuickenedAllows Strike, Stride, or Step.
HasteQuickenedOnly allows Strike and Stride actions.

Quiet Allies

26th July 2020 at 1:27am
Feat General Skill

Prerequisites Expert in Stealth.

You’re skilled at moving with a group.

When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately.

This doesn’t apply for Initiative rolls.

Feat Type Skill
Level2
Skill Stealth
RequirementE
Requires

Quivering Palm

6th August 2020 at 9:47pm
Concentrate Focus Spell Incapacitation Manipulate Monk Necromancy Somatic Spell Uncommon Verbal

Level8
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save Fortitude
Duration1 month
Domain

Make a melee unarmed Strike. If you hit and the target is alive, anytime during the duration, you can spend a single action, which has the Auditory and Concentrate traits, to speak a word of death that could instantly slay it.

The target must attempt a Fortitude save.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target survives, the spell ends, and the target is then temporarily immune for 24 hours.
SuccessThe target is Stunned 1 and takes 40 damage, the spell ends, and the target is then temporarily immune for 24 hours.
FailureThe target is Stunned 3 and takes 80 damage. The spell’s duration continues, but the target is then temporarily immune for 24 hours against being killed by quivering palm.
Critical FailureThe target dies.

If you cast quivering palm again, the effects of any quivering palm you had previously cast end.

Heightened (+1) The damage increases by 10 on a failure, or 5 on a success.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Rage

23rd July 2020 at 10:21pm
Action Barbarian Concentrate Emotion Mental

Requirements You aren’t Fatigued or raging and you haven't raged in the past minute.

You tap into your inner fury and begin raging.

You gain a number of temporary Hit Points equal to your level plus your Constitution modifier.

This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall Unconscious, whichever comes first.

You can’t voluntarily stop raging.

While you are raging:

  • You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is Agile .
  • You take a –1 penalty to AC.
  • You can’t use actions with the Concentrate trait unless they also have the Rage trait. You can Seek while raging.

After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.

You can't use actions with the Rage trait unless you're raging, and they end automatically when you stop raging.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
Acute ScentRageGives you scent as a sense when raging.
Animal InstinctRageGain animal's unarmed attack. Anathema to use weapons.
Animal SkinRageReverses AC penalty and improves Dex cap.
Dragon InstinctRageIncrease damage to 4/8/16 and type to dragon's type.
Fast MovementRageGives +10 foot status bonus to Speed when raging.
Fury InstinctRageWith specialization, increase damage to 6/12.
Giant InstinctRageIncrease damage to 6/10/18 when using outsize weapon.
Mighty RageRageLets you take a Rage action at the time you Rage.
Moment of ClarityRageCan let you use Concentrate actions while Raging.
Quick RageRageRage again after a full calm turn, no 1 minute wait.
Raging AthleteRageImproves climbing, swimming and jumping when raging.
Raging ThrowerRageLets this be applied to thrown weapon attacks.
Second WindRageYou can Rage in quick succession but become fatigued.
Spirit InstinctRageIncrease damage to 3/7/13 and make positive/negative.
Superstition InstinctRageIncrease damage to 4/8/12 vs spellcasters.
Wounded RageRageLets you Rage when you take damage.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Raging Athlete

23rd July 2020 at 10:54pm
Barbarian Class Feat

Prerequisites expert in Athletics.

Physical obstacles can’t hold back your fury.

While you are raging, you gain a climb Speed and swim Speed equal to your land Speed, the DC of High Jumps and Long Jumps decreases by 10, and your Leap distance increases by 5 feet when you jump horizontally and by 2 feet when you jump vertically.

Feat Type Class
Level4
Requires
ClassBarbarian

Raging Intimidation

23rd July 2020 at 10:24pm
Barbarian Class Feat

Your fury fills your foes with fear.

While you are raging, your Demoralize and Scare to Death actions gain the Rage trait, allowing you to use them while raging.

As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.

Feat Type Class
Level1
Requires
ClassBarbarian

Raging Resistance

6th August 2020 at 10:36pm
Ability

Repeated exposure and toughened skin allow you to fend off harm.

While raging, you gain resistance equal to 3 + your Constitution modifier to damage types based on your instinct.

Raging Thrower

23rd July 2020 at 10:28pm
Barbarian Class Feat

Thrown weapons become especially deadly in your fury.

You apply the additional damage from Rage to your thrown weapon attacks.

If you have the Brutal Critical feat or the Devastator class feature, apply their benefits to thrown weapon attacks.

Feat Type Class
Level1
Requires
ClassBarbarian

Raise a Shield

19th July 2020 at 7:55pm
Action

Requirements You are wielding a Shield.

You position your shield to protect yourself.

When you have Raised a Shield, you gain its listed circumstance bonus to AC.

Your shield remains raised until the start of your next turn.

Actions 1
Time
Free Hands
Skill
Defense
ToolA shield
Sub-actions

Raise Dead

28th July 2020 at 9:05pm
Concentrate Divine Healing Manipulate Material Necromancy Somatic Spell Uncommon Verbal

Level6
Components Material Somatic Verbal
Cast Time10 minutes
Range10 feet
Area
Target1 dead creature of 13th level or lower
Save
Duration
Domain

Cost Diamonds worth a total value of the target's level (minimum 1) * 200 gp.

You attempt to call forth the dead creature’s soul, requiring the creature’s body to be present and relatively intact.

The creature must have died within the past 3 days.

If the gods have decided that the creature’s time has come (at the GM’s discretion), or if the creature doesn’t wish to return to life, this spell automatically fails, but the diamonds aren’t consumed in the casting.

If the spell is successful, the creature returns to life with 1 Hit Point, no spells prepared or spell slots available, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body.

The time spent in the afterlife leaves the target temporarily debilitated, making it Clumsy 2, Drained 2, and Enfeebled 2 for 1 week; these conditions can’t be removed or reduced by any means until the week has passed.

The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark.

Heightened (7th) The maximum level of the target increases to 15. The cost increases to the target’s level (minimum 1) × 400 gp.

Heightened (8th) The maximum level of the target increases to 17. The cost increases to the target’s level (minimum 1) × 800 gp.

Heightened (9th) The maximum level of the target increases to 19. The cost increases to the target’s level (minimum 1) × 1,600 gp.

Heightened (10th) The maximum level of the target increases to 21. The cost increases to the target’s level (minimum 1) × 3,200 gp.

Level to RaiseHeighten Level NeededDiamond value needed
06200
16200
26400
36600
46800
561000
661200
761400
861600
961800
1062000
1162200
1262400
1362600
1475600
1576000
16812800
17813600
18928800
19930400
201064000
211067200
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Rapid Affixture

30th July 2020 at 1:25pm
Feat General Skill

You take only 1 minute to Affix a Talisman.

If you’re legendary in Crafting, you can Affix a Talisman as a 3-action activity.

Feat Type Skill
Level7
Skill Crafting
RequirementM
Requires

Rapid Mantel

26th July 2020 at 1:28am
Feat General Skill

Prerequisites Expert in Athletics.

You easily pull yourself onto ledges.

When you Grab an Edge, you can pull yourself onto that surface and stand.

You can use Athletics instead of a Reflex save to Grab an Edge.

Feat Type Skill
Level2
Skill Athletics
RequirementE
Requires

Ratfolk

1st August 2020 at 10:47pm
Ancestry Humanoid Ratfolk Uncommon
Base HP6
SizeSmall
Speed25
BoostsDexterity Intelligence Free
FlawsStrength
LanguagesCommon Ysoki

Special Abilities

Heritages

Level 1 Ratfolk Feats

Level 5 Ratfolk Feats

Level 9 Ratfolk Feats

Level 13 Ratfolk Feats

Level 17 Ratfolk Feats

UncommonYou can't normally gain this by character advancement.

Ray of Enfeeblement

28th July 2020 at 9:01pm
Arcane Attack Concentrate Divine Manipulate Necromancy Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Fortitude
Duration1 minute
Domain

A ray with the power to sap a foe’s strength flashes from your hand.

Attempt a ranged spell attack against the target.

If you succeed, that creature attempts a Fortitude save in order to determine the spell’s effect.

If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save.

Critical SuccessThe target is unaffected.
SuccessThe target becomes Enfeebled 1.
FailureThe target becomes Enfeebled 2.
Critical FailureThe target becomes Enfeebled 3.

Critical Success
Success
Failure
Critical Failure
ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Ray of Frost

28th July 2020 at 9:03pm
Arcane Attack Cantrip Cold Concentrate Evocation Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 creature
Save
Duration
Domain

You blast an icy ray.

Make a spell attack roll.

If you hit, the ray deals cold damage equal to 1d4 + your spellcasting ability modifier.

On a critical hit the target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.

Heightened (+1) The damage increases by 1d4.

ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
ChromaWall14ColdStopped by Yellow wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Razmiran Faithful

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Strength
SkillIntimidation
LoreRazmir
FeatGroup Coercion

Reach

27th July 2020 at 9:41pm
Weapon Trait

This weapon is long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures.

For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet.

There is no clear rules judgment on whether the extended limb or weapon of a creature with reach can be attacked using Reactions at the moment it strikes.

Reach Spell

11th July 2020 at 7:08pm
Action Class Concentrate Feat Metamagic Wizard

You can extend the range of your spells.

If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level1
Requires
ClassWizard
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
MetamagicYou must use this immediately before casting a spell.

ReactionIcon

22nd July 2020 at 11:17pm

Read Aura

28th July 2020 at 9:04pm
Arcane Cantrip Concentrate Detection Divination Divine Manipulate Occult Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time1 minute
Range30 feet
Area
Target1 object
Save
Duration
Domain

You focus on the target object, opening your mind to perceive magical auras.

When the casting is complete, you know whether that item is magical, and if it is, you learn the School of magic.

If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell.

Heightened (3rd) You can target up to 10 objects.

Heightened (6th) You can target any number of objects.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Imprint MessageRead AuraShows magical modification if of lower level.
ChromaWall57DivinationBlocked by Indigo wall.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Read Fate

5th August 2020 at 11:30pm
Cleric Concentrate Divination Focus Spell Manipulate Material Prediction Somatic Spell Uncommon Verbal

Level1
Components Somatic Verbal Material 1 Focus Point
Cast Time1 minute
Range10 feet
Area
Target1 creature other than you
Save
Duration
DomainFate

You attempt to learn more about the target’s fate in the short term, usually within the next day for most prosaic creatures, or the next hour or less for someone likely to have multiple rapid experiences, such as someone actively adventuring.

You learn a single enigmatic word connected to the creature’s fate in that time frame.

Fate is notoriously inscrutable, and the word isn’t necessarily meant to be taken at face value, so the meaning is often clear only in hindsight.

The GM rolls a secret DC 6 flat check. If the creature’s fate is too uncertain, or on a failed flat check, the spell yields the word “inconclusive.”

Either way, the creature is then temporarily immune for 24 hours.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Read Lips

26th July 2020 at 1:29am
Feat General Skill

Prerequisites Trained in Society.

You can read lips of others nearby who you can clearly see.

When you’re at your leisure, you can do this automatically.

In encounter mode or when attempting a more difficult feat of lipreading, you’re Fascinated and Flat-Footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know.

If you are deaf or hard of hearing and have Read Lips, you recognize the lip movements for the spoken form of your languages. You can also speak the spoken form of your languages clearly enough for others to understand you.

Feat Type Skill
Level1
Skill Society
RequirementT
Requires

Read Omens

28th July 2020 at 9:06pm
Concentrate Divination Divine Manipulate Material Occult Prediction Somatic Spell Uncommon Verbal

Level4
Components Material Somatic Verbal
Cast Time10 minutes
Range
Area
Target
Save
Duration
Domain

You peek into the future.

Choose a particular goal, event, or activity that will occur within 1 week.

You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Ready

23rd July 2020 at 7:41pm
Action Activity Concentrate

You prepare to use an action that will occur outside your turn.

Choose a single Action or Free action you can use, and designate a trigger. You can’t Ready a free action that already has a trigger.

Your turn then ends.

If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a Reaction (provided you still meet the requirements to use it).

If you have a multiple attack penalty and your readied action is an Attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it’s not your turn.

The Ready activity lets the acting person choose the trigger for their readied action. However, you might sometimes need to put limits on what they can choose.

Notably, the trigger must be something that happens in the game world and is observable by the character rather than a rules concept that doesn’t exist in world. For instance, if a player says, “I Ready to shoot an arrow at her if she uses a concentrate action,” or “I Ready to attack him if he has fewer than 47 Hit Points,” find out what their character is trying to specifically observe. If they don’t have a clear answer for that, they need to adjust their action.

Actions 2
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Reaper's Lantern

1st August 2020 at 6:17pm
Concentrate Death Divine Light Manipulate Necromancy Occult Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range
Area5 foot Emanation
Target
Save Fortitude
Duration1 minute
Domain

You call forth a ghostly lantern that guides the living toward death and the undead toward true death.

It sheds bright light in the spell’s area, and dim light to twice that area.

Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends (though using the hand for Somatic spell components doesn’t end the spell). Living creatures and Undead in the area when you Cast the Spell, or that enter the area later, must attempt Fortitude saves.

Living creatures that fail their Fortitude saves gain only half the normal benefit from healing effects while within the area.

Undead targets that fail their Fortitude saves become Enfeebled 1 while within the area. Once a creature attempts a save against reaper’s lantern, it uses the same outcome if it leaves the area and enters it again.

Once per turn, starting on the turn after you cast reaper’s lantern, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet. When you do so, you force creatures in the area that haven’t yet attempted a save against reaper’s lantern to attempt one.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Rebuke Death

6th August 2020 at 6:18pm
Cleric Focus Spell Healing Manipulate Necromancy Positive Somatic Spell Uncommon

Level4
Components Somatic 1 Focus Point
Cast Time
Range
Area20 foot Emanation
Target1 living creature per action spent to cast this spell
Save
Duration
DomainHealing (Domain)

You snatch creatures from the jaws of death.

You can spend 1 to 3 actions Casting this Spell, and you can target a number of creatures equal to the actions spent.

Each target regains 3d6 Hit Points.

If the target had the Dying condition, coming back from dying due to this healing doesn’t increase its Wounded condition.

Heightened (+1) Increase the healing by 1d6.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.

Recall Knowledge

26th July 2020 at 1:45am
Action Concentrate Secret Untrained

You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill.

The GM determines the DCs for such checks and which skills apply.

Critical SuccessYou recall the knowledge accurately and gain additional information or context.
SuccessYou recall the knowledge accurately or gain a useful clue about your current situation.
Failure
Critical FailureYou recall incorrect information or gain an erroneous or misleading clue.
Actions 1
Time
Free Hands
SkillArcana Crafting Lore Medicine Nature Occultism Religion Society 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
SecretThe GM makes the roll for this in secret.
Automatic KnowledgeRecall KnowledgeLets you use this with Assurance as a free action.
Dubious KnowledgeRecall KnowledgeLearn true and false knowledge on a fail.
Forensic AcumenRecall KnowledgeGives +2/3/4 circumstance when examining a body.
Loremaster's EtudeRecall KnowledgeCan use best of 2 rolls.
Scholarly RecollectionRecall KnowledgeCan give best of 2 rolls.
StreetwiseRecall KnowledgeCan use to Gather Information on streets you know.
Student of the CanonRecall KnowledgePromotes fails and hits on knowledge about your faith.
SupertasterRecall Knowledge+2 circumstance if tasting would help.
Unmistakable LoreRecall KnowledgePrevents fumbles using trained categories.
ArcanaRecall Knowledge
IntelligenceArcanaKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
CraftingRecall Knowledge
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
LoreRecall Knowledge
IntelligenceLoreKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
MedicineRecall Knowledge
ChirurgeonMedicineCan use Crafting in place of Medicine.
WisdomMedicineKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
NatureRecall Knowledge
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
OccultismRecall Knowledge
IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.
ReligionRecall Knowledge
Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
SocietyRecall Knowledge
IntelligenceSocietyKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Recognize Spell

25th July 2020 at 3:21pm
Action Feat General Reaction Secret Skill

Prerequisites Trained in Arcana, Nature, Occultism, or Religion.

Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.

If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success).

The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary.

The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

Critical SuccessYou correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
SuccessYou correctly recognize the spell.
FailureYou fail to recognize the spell.
Critical FailureYou misidentify the spell as another spell entirely, of the GM’s choice.
Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Skill
Level1
Skill Arcana Nature Occultism Religion
RequirementT
Requires
SecretThe GM makes the roll for this in secret.
Bizarre MagicRecognize SpellRaises DC for spells by 5.
Quick RecognitionRecognize SpellUse as a 1/round free action if Master in the related skill.
ArcanaRecognize Spell
IntelligenceArcanaKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
NatureRecognize Spell
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
OccultismRecognize Spell
IntelligenceOccultismKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Unified TheoryOccultismCan use Arcana instead for magic related checks.
ReligionRecognize Spell
Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
Faerie DustReactionCan't be used while affected.

Reflective Scales

3rd August 2020 at 12:05am
Abjuration Arcane Concentrate Manipulate Primal Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

You grow a set of colored glowing scales or scaled armor that stores energy before releasing it in a final burst.

When you cast this spell, choose Acid , Cold , Fire , Electricity , or Poison damage. You gain resistance 5 against that type of damage.

The scales’ color depends on the damage type you chose and is usually the color of a type of dragon or other creature associated with that damage type, such as red or gold for fire damage.

The scales store up energy as they protect you. Keep track of how much damage the scales have prevented.

As a 2-action activity that has the Concentrate and Manipulate traits, you can explode your scales outward in a 20-foot radius around you, dealing 1d6 damage of the chosen type to all creatures in the area for every 10 damage the scales have prevented, to a maximum of 10d6 damage (after preventing 100 damage).

Once you do so, the spell ends.

Heightened (+2) The resistance increases by 5 and the maximum damage from the scale explosion increases by 5d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Reflex

20th July 2020 at 10:43pm
Save
Arcane CountermeasureReflex+2 status vs target spell.
Bit of LuckReflexAllows best of 2 rolls.
Blunt SnoutReflexPromote all vs inhaled or olfactory.
Breath ControlReflexGives +1 circumstance and promotion to saves against inhaled threats.
Call on Ancient BloodReflex+1 circumstance vs magic.
Counter PerformanceReflexCan use Performance result instead.
CoverReflexGives +2/+4 circumstance saves against area effects.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
Death Warden DwarfReflexPromotes success to critical vs necromancy.
DexterityReflexKey ability for this save.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Divine AuraReflexGives +1/+2 status.
Divine VesselReflexGives +1 status bonus against spells.
EvasionReflexPromotes successes.
FatiguedReflexGives -1 status to saves.
Forbidding WardReflexGives +1/+2 status against a specific enemy.
Improved EvasionReflexPromotes fumbles, half damage on fail.
Inspire CourageReflex+1 status vs fear.
Inspire HeroicsInspire CouragePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Inspire DefenseReflex+1 status.
Inspire HeroicsInspire DefensePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Jinxed TenguReflexPromote successes vs curse or misfortune.
Mage ArmorReflexGives +1/+2/+3 item bonus.
Magic's VesselReflex+1 status.
Mind BlankReflexGives +4 status vs mental effects.
Mounted CombatReflexYou take -2 circumstance to Reflex when mounted.
Penumbral ShroudReflex+1 status vs Light.
Phantom SteedReflexPhantom Steeds fail all saves.
Poison ResistanceReflexGives +1 status vs poisons.
Protection (Spell)ReflexGives +1 status vs named alignment.
Rock DwarfReflex+2 circumstance vs being knocked prone.
Safeguard SecretReflex+4 status vs revealing secret.
Sanctified GroundReflexGives +1 status against named creatures.
Shaped ContainmentReflex+2 status vs your inhaled poisons.
SootheReflexGives +2 status vs Mental.
Spirit SenseReflex+1 status vs haunts and spirits.
Superstition InstinctReflex+2 status vs magic.
Take CoverReflexCan give a +4 circumstance bonus.
Tempt FateReflex+1/2 status, promote successes, demote fails.
Terrifying ResistanceReflex+1 circumstance against spells by enemies you demoralized.
Touch of the MoonReflex+1 status when Full or Waning.
Tree ShapeReflexAll Reflex saves fail in tree form.

Refocus

22nd July 2020 at 12:04pm
Action Concentrate Exploration

Requirements You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points.

You spend 10 minutes performing deeds to restore your magical connection.

This restores 1 Focus Point to your focus pool.

The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells.

For instance, a cleric with focus spells from a good deity can usually Refocus while tending the wounds of their allies, and a wizard of the illusionist school might be able to Refocus while attempting to Identify Magic of the Illusion school.

Actions
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).

Refugee

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesConstitution Wisdom
SkillSociety
Lore*Per Settlement
FeatStreetwise

Regenerate

7th August 2020 at 2:54am
Concentrate Divine Healing Manipulate Necromancy Positive Primal Somatic Spell Verbal

Level7
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 Willing living creature
Save
Duration1 minute
Domain

An infusion of positive energy grants a creature continuous healing.

The target temporarily gains Regeneration 15, which restores 15 Hit Points to it at the start of each of its turns.

While it has regeneration, the target can’t die from damage and its Dying value can’t exceed 3, though if its Wounded value becomes 4 or higher, it stays Unconscious until its wounds are treated.

If the target takes Acid or Fire damage, its regeneration deactivates until after the end of its next turn.

Each time the creature regains Hit Points from regeneration, it also regrows one damaged or ruined organ (if any).

During the spell’s duration, the creature can also reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from.

Heightened (9th) The regeneration increases to 20.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Regeneration

28th July 2020 at 9:09pm
Ability

This monster regains the listed number of Hit Points each round at the beginning of its turn.

Its Dying condition never increases beyond dying 3 as long as its regeneration is active.

If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn.

The regeneration is deactivated before applying any damage of a listed type, so that damage can kill the monster by bringing it to dying 4.

Release

26th June 2020 at 9:50pm
Action Free Manipulate

You release something you’re holding in your hand or hands.

This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action.

Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity). If you want to prepare to Release something outside of your turn, use the Ready activity.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Religion

12th July 2020 at 5:27pm
Skill

Key Ability Wisdom.

The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you.

You also understand how magic works, though your training imparts a religious slant to that knowledge.

Actions for this skill:

Feats for this skill:

Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Remain Mounted On Biped

23rd July 2020 at 7:44pm
Action Implied

It’s recommended you disallow humanoid creatures and most other bipeds as mounts, especially if they are PCs. If you choose to allow this anyway, either the rider or mount should use at least one hand to hold onto the other, and both should spend an action on each of their turns to remain mounted.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Remake

28th July 2020 at 9:11pm
Arcane Concentrate Conjuration Divine Manipulate Material Occult Primal Somatic Spell Uncommon Verbal

Level10
Components Material Somatic Verbal
Cast Time1 hour
Range5 feet
Area
Target
Save
Duration
Domain

You fully re-create an object from nothing, even if the object was destroyed.

To do so, you must be able to picture the object in your mind.

Additionally, the material component must be a remnant of the item, no matter how small or insignificant (even a speck of dust that remains from Disintegrate is enough).

The spell fails if your imagination relied on too much guesswork; if the object would be too large to fit in a 5-foot cube; if the object still exists and you were simply not aware of it; or if the object is an artifact, has a level over 20, or has similar vast magical power.

The item reassembles in perfect condition. Even if your mental image was of a damaged or weathered object, the new one is in this perfected form.

If the object was magical, this spell typically restores its constant magical properties, but not any temporary ones, such as charges or one-time uses.

An item with charges or uses per day has all of its uses expended when remade, but it replenishes them normally thereafter.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Remove Curse

28th July 2020 at 9:12pm
Concentrate Divine Healing Manipulate Material Necromancy Occult Somatic Spell Verbal

Level4
Components Material Somatic Verbal
Cast Time10 minutes
RangeTouch
Area
Target1 creature
Save
Duration
Domain

Your touch grants a reprieve to a cursed creature.

You attempt to Counteract one Curse afflicting the target.

If the curse comes from a cursed item or other external source, a success indicates that the target creature can rid itself of the cursed item, but it doesn’t remove the curse from the item.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Remove Disease

28th July 2020 at 9:13pm
Concentrate Divine Healing Manipulate Material Necromancy Primal Somatic Spell Verbal

Level3
Components Material Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration
Domain

Healing magic purges disease from a creature’s body.

You attempt to Counteract one Disease afflicting the target.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Remove Fear

28th July 2020 at 9:15pm
Concentrate Divine Enchantment Manipulate Occult Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration
Domain

With a touch, you ease a creature’s fears.

You can attempt to Counteract a single Fear effect that the target suffers from.

This frees only the target, not any other creatures under the fear effect.

Heightened (6th) The spell’s range increases to 30 feet, and you can target up to 10 creatures.

Merely giving the Frightened condition does not make something a fear effect.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Remove Paralysis

28th July 2020 at 9:19pm
Concentrate Divine Healing Manipulate Necromancy Occult Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration
Domain

A surge of energy frees a paralyzed creature.

You can attempt to Counteract a single effect imposing the Paralyzed condition on the target.

This does not cure someone who is paralyzed from some natural state or effect, such as paralysis caused by non-magical wounds or toxins.

Heightened (6th) The spell’s range increases to 30 feet, and you can target up to 10 creatures.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Rend

27th June 2020 at 9:09pm
Action

A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.

The monster automatically deals that Strike’s damage again to the enemy.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Renewed Vigor

25th July 2020 at 5:50pm
Action Barbarian Class Concentrate Feat Rage

You pause to recover your raging vigor.

You gain temporary Hit Points equal to half your level plus your Constitution modifier.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level8
Requires
ClassBarbarian
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
RageYou have to be raging to use this.

Repair

25th July 2020 at 3:19pm
Action Exploration Manipulate

Requirements You have a Repair Kit.

You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. If you have Quick Repair, it takes less time depending on your proficiency in Crafting.

Make a Crafting check. The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place.

You can’t Repair a destroyed item.

Critical SuccessYou restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you’re trained, 30 HP if you’re an expert, 40 HP if you’re a master, or 50 HP if you’re legendary).
SuccessYou restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you’re an expert, 20 HP if you’re a master, or 25 HP if you’re legendary).
Failure
Critical FailureYou deal 2d6 damage to the item. Apply the item’s Hardness to this damage.
Actions
Time
Free Hands2
SkillCrafting 
Defense
Tool
Sub-actions
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
ManipulateThis may provoke Attack of Opportunity and other reactions.
Handy with your PawsRepair+1 circumstance non-magical, can use junk as repair kit.
Improvise ToolRepairRepair without a repair kit.
Quick RepairRepairReduces the time taken to repair.
CraftingRepair
IntelligenceCraftingKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Repeat a Spell

18th July 2020 at 10:42pm
Activity Concentrate Exploration

You repeatedly cast the same spell while moving at half speed.

Typically, this spell is a cantrip that you want to have in effect in the event a combat breaks out, and it must be one you can cast in 2 actions or fewer.

In order to prevent fatigue due to repeated casting, you’ll likely use this activity only when something out of the ordinary occurs. (There is no rules reference for "fatigue due to repeated casting", so this may be an error.)

You can instead use this activity to continue Sustaining a Spell or Activation with a sustained duration.

Most such spells or item effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).

Repose

4th August 2020 at 9:31pm
Domain

You ease mental burdens.

Basic Domain Spell:

Advanced Domain Spell:

Repulsion

28th July 2020 at 9:21pm
Abjuration Arcane Aura Concentrate Divine Manipulate Mental Occult Somatic Spell Verbal

Level6
Components Somatic Verbal
Cast Time
Range
AreaEmanation up to 40 feet
Target
Save Will
Duration1 minute
Domain

You manifest an aura that prevents creatures from approaching you.

When casting the spell, you can make the area any radius you choose, up to 40 feet.

A creature must attempt a Will save if it’s within the area when you cast the spell or as soon as it enters the area while the spell is in effect.

Critical SuccessThe creature’s movement is not restricted.
SuccessThe creature treats each square in the area as difficult terrain when moving closer to you.
FailureThe creature can’t move closer to you within the area.
Critical Failure

Once a creature has attempted the save, it uses the same result for that casting of repulsion.

Any restrictions on a creature’s movement apply only if it voluntarily moves toward you. For example, if you move closer to a creature, it doesn’t then need to move away.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
StupefiedSpellRisk of casting disruption on flat check.

Reputation Seeker

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Age Of Ashes Player's Guide.

Stat ChoicesDexterity Intelligence
SkillSurvival
LoreDarklands or Desert or Jungle
FeatTerrain Expertise

Request

25th July 2020 at 3:17pm
Action Auditory Concentrate Linguistic Mental

You can make a request of a creature that’s Friendly or Helpful to you.

You must couch the request in terms that the target would accept given their current attitude toward you.

The GM sets the Diplomacy DC based on the difficulty of the request. Some requests are unsavory or impossible, and even a helpful NPC would never agree to them.

Critical SuccessThe target agrees to your request without qualifications.
SuccessThe target agrees to your request, but they might demand added provisions or alterations to the request.
FailureThe target refuses the request, though they might propose an alternative that is less extreme.
Critical FailureNot only does the target refuse the request, but their attitude toward you decreases by one step due to the temerity of the request.
Actions 1
Time
Free Hands
SkillDiplomacy 
Defense
Tool
Sub-actions
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
LinguisticYour target must be able to understand your language.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
Exhort the FaithfulRequestUse Religion to Request from members of your faith.
Shameless RequestRequestPromotes fumbles to fails and reduces extreme request penalties by 2.
DiplomacyRequest
CharismaDiplomacyKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Oathkeeper DwarfDiplomacy+2 circumstance to prove true honesty.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Resilient Sphere

28th July 2020 at 9:23pm
Abjuration Arcane Concentrate Force Manipulate Occult Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 Large or smaller creature
Save Reflex
Duration1 minute
Domain

You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere.

The sphere has AC 5, Hardness 10, and 40 Hit Points. It’s immune to critical hits and precision damage.

Disintegrate destroys the sphere instantly.

If the target is unwilling, the effects of the sphere depend on the target’s Reflex save.

Critical SuccessThe target disrupts the sphere’s integrity, causing it to collapse entirely.
SuccessThe sphere functions normally but has only 10 Hit Points instead of 40.
FailureThe sphere has its normal effect.
Critical Failure
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
ChromaWall14ForceStopped by Yellow wall.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Resist Energy

28th July 2020 at 9:25pm
Abjuration Arcane Concentrate Divine Manipulate Occult Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration10 minutes
Domain

A shield of elemental energy protects a creature against one type of energy damage.

Choose Acid , Cold , Electricity , Fire , or Sonic damage.

The target and its gear gain Resistance 5 against the damage type you chose.

Heightened (4th) The resistance increases to 10, and you can target up to two creatures.

Heightened (7th) The resistance increases to 15, and you can target up to five creatures.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Resist Moon Frenzy

27th July 2020 at 9:47pm
Action Implied Rage

Implied by the spell Moon Frenzy.

A creature can attempt to end the spell’s effect on itself by using a single action, which has the Rage trait, to attempt a Will save against your spell DC; on a success, it ends the spell’s effect on itself.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
RageYou have to be raging to use this.

Resolve

7th August 2020 at 12:04am
Ability

You’ve steeled your mind with resolve.

Your proficiency rank for Will saves increases to master.

When you roll a success on a Will save, you get a critical success instead.

Resplendent Mansion

6th August 2020 at 7:30pm
Arcane Concentrate Conjuration Manipulate Material Occult Somatic Spell Verbal

Level9
Components Somatic Verbal Material
Cast Time1 minute
Range500 feet
Area
Target
Save
DurationUntil the next time you make your daily preparations
Domain

You conjure a towering mansion up to four stories tall and up to 300 feet on a side.

While Casting the Spell, you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within.

Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls.

No fixture created with this spell can create magical effects, but magical devices brought into the mansion function normally.

Your mansion contains the same types and quantities of foodstuffs and servants as created by the Magnificent Mansion spell.

Each of the mansion’s exterior doorways and windows are protected by Alarm spells. You choose whether each alarm is Auditory or Mental as you Cast the Spell, and each has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Respond to Message

27th July 2020 at 1:02am
Action Free Reaction

This action is implied by the Message spell.

The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range (120 feet) to do so.

Actions Reaction Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Faerie DustReactionCan't be used while affected.

Rest

23rd July 2020 at 9:50pm
Rule

You perform at your best when you take enough time to rest and prepare.

Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (including Fatigued, Doomed and Drained).

Each full 24-hour period a character spends resting during Downtime allows them to recover double what they would for an 8-hour rest. They must spend this time resting in a comfortable and secure location, typically in bed.

If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by Diseases, long-lasting Poisons, or similar Afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don’t end automatically during long-term rest.

If you rest without any shelter or comfort, the GM may reduce the healing by half, to a minimum of 1 HP.

Sleeping in armor results in poor rest that leaves you Fatigued, or prevents you recovering from being fatigued if you already were.

The 8 hours of rest do not need to be consecutive. Characters interrupted, or taking a watch shift, during their rest may go back to sleep without resetting the clock.

If characters are attacked while sleeping, all characters roll initiative with those who are sleeping taking a -4 for being Unconscious. They do not automaticaly wake up, but may make a Perception check to be woken by noise.

If you go more than 16 hours without resting, you become Fatigued (you cannot recover from this until you rest at least 6 continuous hours).

After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you’ve rested, and only once per day. Preparing includes the following:

  • Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day.
  • Alchemists produce new Infused Reagents and perform Advanced Alchemy. They lose their previous infused reagents and lose and end non-permanent effects of Infused items. Persistent Mutagens wear off.
  • Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset.
  • You don armor and equip weapons and other gear.
  • You invest up to 10 worn magic items to gain their benefits for the day.

If a spell’s duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell’s slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell’s duration until your next daily preparations. This effectively Sustains the Spell over a long period of time. If you prepare a new spell in the slot (or don’t expend a spell slot), the spell ends. You can’t do this if the spell didn’t come from one of your spell slots.

There is no specific rules statement that daily preparations must be made immediately after completing a rest, although it is generally assumed so.

NightmareRestTriggers when its target sleeps.

Restoration

28th July 2020 at 9:29pm
Concentrate Divine Healing Manipulate Necromancy Occult Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time1 minute
RangeTouch
Area
Target1 creature
Save
Duration
Domain

Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best.

When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin.

A creature can benefit from only one restoration spell each day, and it can’t benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.

  • Reduce a Condition Reduce the value of the target’s Clumsy, Enfeebled, or Stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each.
  • Lessen a Toxin Reduce the stage of one toxin the target suffers from by one stage. This can’t reduce the stage below stage 1 or cure the affliction.

Heightened (4th) Add Drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target’s Doomed value by 1. You can’t use this to reduce a permanent doomed condition.

Heightened (6th) As the 4th-level restoration, but you can reduce a permanent doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you provide 100 gp worth of diamond dust as a cost.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Restore Senses

28th July 2020 at 9:30pm
Concentrate Divine Healing Manipulate Necromancy Occult Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration
Domain

You attempt to Counteract a single effect imposing the Blinded or Deafened conditions on the target, restoring its vision or hearing.

This can counteract both temporary magic and permanent consequences of magic, but it doesn’t cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin.

Heightened (6th) The spell’s range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Restrained

7th August 2020 at 2:58am
Condition

You’re tied up and can barely move, or a creature has you pinned.

You have the Flat-Footed and Immobilized conditions.

You can’t use any actions with the Attack or Manipulate traits except to attempt to Escape or Force Open your bonds.

Restrained overrides Grabbed.

Freedom of MovementRestrainedAllows auto Escape success against lower level effects.

Retort

30th July 2020 at 1:22am
Action Concentrate Implied Linguistic

Implied by Bon Mot.

The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
LinguisticYour target must be able to understand your language.

Retraining

31st July 2020 at 8:15pm
Rule

Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn’t meet your expectations.

You can retrain feats, skills, and some selectable class features. You can’t retrain your ancestry, heritage, background, class, or ability scores.

You can’t perform other downtime activities while retraining.

Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you’ll have to pay your instructor.

Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).

When retraining, you generally can’t make choices you couldn’t make when you selected the original option. For instance, you can’t exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn’t meet at the time you took the original feat. If you don’t remember whether you met the prerequisites at the time, ask your GM to make the call.

You also can't make choices that would leave another previous choice invalid, such as retraining a choice of skill which allowed you to choose an different skill when taking a Dedication feat.

If you cease to meet the prerequisites for an ability due to retraining, you can’t use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.

You can spend a week of downtime retraining to swap out one of your Feat s. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat.

You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in Performance and Stealth, and an expert in Occultism, you could reduce the character’s proficiency in Stealth to expert and become a master in Occultism, but you couldn’t reassign that skill increase to become legendary in Performance. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites. You can also spend a week to retrain an initial trained skill you gained during character creation.

You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month.

Retraining your choice of deity requires substantial downtime—in most cases, at least a month. A character who wishes to retrain into a different faith with similar concerns and domains requires less time to convert than a character moving into a radically divergent faith.

At the GM’s discretion, characters for whom divine patronage is essential but who lose faith completely can retrain into a new class. A champion might retrain as a fighter or a ranger, swapping out faith-based feats and class features for appropriate analogues. The length of downtime required in any of these cases is at the GM’s discretion, though the player and GM are advised to work together to determine a suitable time frame that does not fully interrupt play and can help tell a satisfying story.

Retributive Pain

6th August 2020 at 6:18pm
Abjuration Cleric Focus Spell Manipulate Mental Nonlethal Reaction Somatic Spell Uncommon

Level4
Components Somatic 1 Focus Point
Cast Time
Range30 feet
Area
TargetThe triggering creature
Save Fortitude
Duration
DomainPain

Trigger A creature in range damages you.

You vengefully reflect your pain upon your tormentor.

The target takes Mental damage equal to half the amount it dealt to you when it triggered the spell.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
Faerie DustReactionCan't be used while affected.

Retributive Strike

27th June 2020 at 9:09pm
Action Reaction

Trigger An enemy damages the monster’s ally, and both are within 15 feet of the monster.

The ally gains Resistance to all damage against the triggering damage equal to 2 + the monster’s level.

If the foe is within reach, the monster makes a melee Strike against it.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Faerie DustReactionCan't be used while affected.

Retrocognition

28th July 2020 at 9:33pm
Concentrate Manipulate Material Occult Somatic Spell Verbal

Level7
Components Somatic Verbal Material
Cast Time1 minute
Range
Area
Target
Save
DurationSustained
Domain

Opening your mind to occult echoes, you gain impressions from past events that occurred in your current location.

Retrocognition reveals psychic impressions from events that occurred over the course of the last day throughout the first minute of the duration, followed by impressions from the next day back the next minute, and so on.

These echoes don’t play out like a vision but instead reveal impressions of emotions and metaphors that provide cryptic clues and details of the past.

If you witness a traumatic or turbulent event through an impression, the spell ends unless you succeed at a Will save with a DC of at least 30 and possibly as much as 50, depending on the severity of the event. The GM determines whether an event is traumatic and chooses the DC.

Heightened (8th) You gain impressions of events that occurred over the previous year for each minute you concentrate, instead of the previous day, though the details diminish, making it harder to distinguish impressions from all but the most major events.

Heightened (9th) You gain impressions of events that occurred over the previous century for each minute you concentrate, instead of the previous day, though the details diminish, making it almost impossible to distinguish impressions from all but the most major events.

Because of the default limit on sustaining a spell, you cannot see more than 10 days/years/centuries back.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Imprint MessageRetrocognitionImprinted message is incldued an vision.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Returned

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesConstitution Wisdom
SkillDiehard
LoreBoneyard
Feat

Returning Descendant

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Age Of Ashes Player's Guide.

Stat ChoicesDexterity Wisdom
SkillThievery
LoreEngineering
FeatPickpocket

Reveal Machinations

6th August 2020 at 12:24am
Action Exploration Feat General Rare Skill

This feat has special plot requirements that are described in Age of Ashes 3: Tomorrow Must Burn.

You reveal that you played a minor but recurring role in another humanoid’s life — or at least convince them that’s the case.

Attempt a Deception check against the target’s Will DC.

On a success, the revelation makes them Frightened 2, and on a critical success they are Frightened 3.

In addition, you gain information about the subject as though you had attempted to Recall Knowledge about them using an appropriate skill and received the same result on your roll.

You can’t use this ability against the same humanoid again until 1 day has passed and you’ve also successfully disguised yourself as a different person.

Special At the GM’s discretion, this feat can be used against non-humanoids if they have regular contact with humanoids or you are able to disguise yourself as a member of the target’s ancestry or type of creature.

Actions 1
Time
Free Hands
SkillDeception 
DefenseWill
Tool
Sub-actions
Feat Type Skill
Level15
Skill Deception
RequirementL
Requires
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
RareYou can't gain this unless a plot gives it to you.
DeceptionReveal Machinations
CharismaDeceptionKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Face in the CrowdDeception+2 status in a crowd.
Safeguard SecretDeception+4 status vs revealing secret.

Revelation

25th July 2020 at 12:35am

Revelation effects reveal the truth.

Slippery SecretsRevelationCan allow Deception check to prevent effect.

Reverse Gravity

28th July 2020 at 9:35pm
Arcane Concentrate Evocation Manipulate Material Occult Somatic Spell Uncommon Verbal

Level7
Components Somatic Verbal Material
Cast Time
Range120 feet
Area20 foot radius, 40 foot tall cylinder
Target
Save
Duration1 minute
Domain

You reverse gravity in the area.

Creatures and objects that aren’t secured to the ground immediately fall upward to the top of the area.

A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate surface.

If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of Falling damage and lands on the surface.

Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity.

The creature can move along the plane where the two forms of gravity meet.

Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity.

When reverse gravity ends, all creatures and objects caught in the area fall back down.

Likewise, anything that moves beyond the spell’s area is subjected to normal gravity again.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Revival

28th July 2020 at 9:37pm
Concentrate Divine Healing Manipulate Necromancy Positive Primal Somatic Spell Verbal

Level10
Components Somatic Verbal
Cast Time
Range30 feet
Area
TargetDead creatures and living creatures of your choice within range
Save
DurationSustained up to 1 minute
Domain

A burst of healing energy soothes living creatures and temporarily rouses those recently slain.

All living targets regain 10d8+40 Hit Points.

In addition, you return any number of dead targets to life temporarily, with the same effects and limitations as Raise Dead.

The raised creatures have a number of temporary Hit Points equal to the Hit Points you gave living creatures, but no normal Hit Points.

The raised creatures can’t regain Hit Points or gain temporary Hit Points in other ways, and once revival’s duration ends, they lose all temporary Hit Points and die.

Revival can’t resurrect creatures killed by Disintegrate or a Death effect. It has no effect on Undead .

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.

Revivifying Mutagen

8th July 2020 at 8:49pm
Action Alchemist Class Concentrate Feat Manipulate

While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself.

This uses a single action, which has the Concentrate and Manipulate traits.

Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen (minimum 1d6), but the mutagen’s duration immediately ends, even if you are under the effect of Persistent Mutagen.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level2
Requires
ClassAlchemist
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Ride

26th July 2020 at 1:49am
Feat General

When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check.

Any animal you’re mounted on acts on your turn, like a Minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn.

Feat Type General
Level1
Requires

Rigger

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Extinction Curse Player's Guide.

Stat ChoicesDexterity Strength
SkillAthletics
LoreCircus
FeatCombat Climber

Righteous Might

28th July 2020 at 9:40pm
Concentrate Divine Manipulate Polymorph Somatic Spell Transmutation Verbal

Level6
Components Somatic Verbal
Cast Time
Range
Area
TargetYou
Save
Duration1 minute
Domain

You must have a deity to cast this spell.

You focus all your divine energy and transform yourself into a Medium battle form, similar to your normal form but armed with powerful divine armaments granted by your deity.

While in this form, you gain the statistics and abilities listed below. You have hands in this battle form and can use Manipulate actions.

You can Dismiss the spell.

The special statistics of a battle form can be adjusted only by circumstance bonuses, status bonuses, and penalties.

You can't cast spells, or speak in your battle form.

Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.

You gain the following statistics and abilities:

  • AC = 20 + your level. Ignore your armor’s check penalty and Speed reduction.
  • 10 temporary Hit Points.
  • Speed 40 feet.
  • Resistance 3 against physical damage.
  • Darkvision.
  • A special attack with a righteous armament version of your favored weapon, which is the only attack you can use.
  • Athletics modifier of +23, unless your own modifier is higher.

Your attack modifier with the special weapon is +21, and your damage bonus is +8 (or +6 for a ranged attack). If your attack modifier with your deity’s favored weapon is higher, you can use it instead.

You deal three of your weapon’s normal damage dice, or three damage dice of one size larger if your weapon is a simple weapon with a d4 or d6 damage die.

The weapon has one of the following properties that matches your deity’s alignment: Anarchic, Axiomatic, Holy, Unholy. If your deity is true neutral, you instead deal an extra 1d6 precision damage.

Heightened (8th) Your battle form is Large, and your attacks have 10-foot reach, or 15-foot reach if your deity’s favored weapon has reach. You must have enough space to expand into or thespell is lost. You instead gain AC = 21 + your level, 15 temporary HP, resistance 4 against physical damage, attack modifier +28, damage bonus +15 (+12 for a ranged attack), and Athletics +29.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Risky Surgery

30th July 2020 at 1:46am
Feat General Skill

Your surgery can bring a patient back from the brink of death, but might push them over the edge.

When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds.

If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.

Feat Type Skill
Level1
Skill Medicine
RequirementT
Requires

Rivethun Adherent

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Wisdom
SkillOccultism
LoreSpirit
FeatRecognize Spell

Robust Recovery

25th July 2020 at 3:32pm
Feat General Skill

Prerequisites Expert in Medicine.

You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient.

When you Treat Disease or a Treat Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4.

If the result of the patient’s saving throw is a success, the patient gets a critical success.

Feat Type Skill
Level2
Skill Medicine
RequirementE
Requires

Rock Dwarf

1st August 2020 at 8:35pm
Dwarf Heritage

You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you.

This bonus also applies to saving throws against spells or effects that attempt to knock you Prone.

In addition, if any effect would force you to move 10 feet or more, you are moved only half the distance.

Rock Runner

1st August 2020 at 9:36pm
Ancestry Dwarf Feat

Your innate connection to stone makes you adept at moving across uneven surfaces.

You can ignore Difficult Terrain caused by rubble and uneven ground made of stone and earth.

In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t Flat-Footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.

Feat Type Ancestry
AncestryDwarf
Level1
Requires

Root Magic

30th July 2020 at 1:47am
Feat General Skill

Your talismans ward against foul magic.

During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally.

The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you’re an expert in Occultism or +3 if you’re legendary.

Feat Type Skill
Level1
Skill Occultism
RequirementT
Requires

Root Worker

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesIntelligence Wisdom
SkillOccultism
LoreHerbalism
FeatRoot Magic

Rope Trick

28th July 2020 at 9:42pm
Arcane Concentrate Conjuration Extradimensional Manipulate Material Occult Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal Material
Cast Time10 minutes
RangeTouch
Area
Target1 touched piece of rope from 5 to 30 feet long
Save
Duration8 hours
Domain

You cause the target rope to rise vertically into the air. Where it ends, an extradimensional space opens, connected to the top of the rope. This space can be reached only by climbing the rope.

The entrance to the space can’t be seen, and it can be pinpointed only by the presence of the rope.

The rope can’t be removed or hidden, though it can be detached from the extradimensional space by pulling it with 16,000 pounds of weight, critically succeeding at an Athletics check against the spell’s DC, or destroying the rope.

The space holds up to eight Medium creatures and their gear. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and a Gargantuan creature fills the space on its own.

If the rope is detached or destroyed, or if a creature attempts to enter the space that would put it over its capacity, the space begins to unravel. It disappears in 1d4 rounds, depositing the creatures within safely on the ground below.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Rostland Partisan

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Constitution
SkillDiplomacy
LorePolitics
FeatGroup Impression

Royalty

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesCharisma Intelligence
SkillSociety
Lore
FeatCourtly Graces

Rusting Grasp

1st August 2020 at 6:24pm
Concentrate Manipulate Primal Somatic Spell Transmutation Verbal

Level4
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 metal creature, 1 non-magical metal hazard, or 1 non-magical metal item of up to 1 Bulk
Save Fortitude Reflex
Duration
Domain

You cause the target to rapidly rust.

This magical rust can affect nonferrous materials, but the target must be all or mostly metal. Skymetals such as Adamantine and Orichalcum are immune to this rust, and the GM might determine other precious materials are similarly resilient. Ultimately, the GM decides if an object or creature can be targeted with this spell.

All damage from this spell ignores Hardness.

If the spell causes Persistent Damage from rust, a creature can attempt to scrape off the rust to assist the target in recovering from the persistent damage (reducing the DC of the flat check to end persistent damage to 10 and granting an immediate flat check).

The effect of the spell depends on its target.

Creature or Hazard A creature or hazard must be made of all or mostly metal to be affected (this includes many mechanical traps). It takes 8d6 damage (basic Fortitude save), plus 2d6 persistent damage on a failed save. Touching a hazard to affect it with this spell might trigger the hazard, as determined by the GM.

Item The rust deals 2d6 damage, subject to a basic Reflex save by the creature wearing or holding the item; if the item is unattended, it automatically gets a critical failure. On a failed save, the item also takes 1d6 persistent damage.

For an attended item, this persistent damage occurs at the end of the attending creature’s turns; if the item was unattended when you Cast the Spell, the damage happens at the end of your turns.

When targeting armor someone is wearing, its Bulk is 1 higher than the listed value, since carrying armor is more cumbersome than wearing it.

Thin iron or steel items, such as weapons, have 20 HP and a Broken Threshold of 10, and thicker iron or steel items, such as most suits of armor, have 36 HP and a Broken Threshold of 18.

Heightened (+1) Increase the initial damage to creatures or hazards by 2d6, and increase the maximum Bulk of an item you can target by 1.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Sacred Defense

31st July 2020 at 8:07pm
Action Divine Feat General Skill

You call upon your deity to grant you their protective blessing.

Attempt a DC 30 Religion check.

If you have legendary proficiency in Religion, you can instead attempt a DC 40 Religion check to increase the temporary Hit Points you gain on a successful check to 15 (25 on a critical success).

Critical SuccessYou gain 10 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.
SuccessYou gain 5 temporary Hit Points. You lose any remaining temporary Hit Points after 1 minute.
Failure
Critical FailureYour deity withholds their blessing. You cannot attempt to call to your deity again for 1 day.
Actions 1
Time
Free Hands
SkillReligion 
Defense
Tool
Sub-actions
Feat Type Skill
Level7
Skill Religion
RequirementM
Requires
DivineThis spell can be identified using Religion.
ReligionSacred Defense
Unified TheoryReligionCan use Arcana instead for magic related checks.
WisdomReligionKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Sacred Ki

31st July 2020 at 8:09pm
Class Feat Monk

The power of your faith suffuses your ki.

When you select this feat, choose Chaos , Evil , Good , or Law . Your choice must match one of your deity’s alignment components.

When you cast the Ki Strike focus spell and damage a creature whose alignment is opposite your chosen alignment, you can choose for the ki strike damage to be of the chosen type.

Additionally, you can substitute the damage from Ki Blast (or other ki spells that deal force damage, at the GM’s discretion) with damage of your chosen alignment.

Feat Type Class
Level4
Requires
ClassMonk

Safe Passage

1st August 2020 at 6:27pm
Arcane Concentrate Divine Manipulate Material Primal Somatic Spell Verbal

Level3
Components Somatic Verbal Material
Cast Time
RangeTouch
Area10 foot wide, 10 foot tall, 60 foot long section of terrain
Target
Save
DurationSustained up to 1 minute
Domain

You repel dangers from all around you, making passage through the chosen area safe for a brief amount of time.

Anyone passing through the area gains the following benefits against harmful effects of the terrain and environment, including environmental damage, hazardous terrain, and hazards in the area.

The spell grants a +2 status bonus to AC and saves against such effects, and Resistance 5 to all damage from such effects.

Furthermore, the spell prevents anything in the area that’s prone to collapse, such as a rickety bridge or an unstable ceiling, from collapsing, except under extreme strain that would collapse a normal structure of its type.

Safe passage protects only against harm, not inconvenience, and it doesn’t reduce Difficult Terrain, remove the Concealed condition caused by precipitation, or the like, nor does it protect against creatures within the spell’s area.

Heightened (5th) The granted resistance increases to 10, and the area can be 120 feet long.

Heightened (8th) The granted resistance increases to 15, and the area can be 500 feet long.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Safeguard Secret

6th August 2020 at 6:07pm
Abjuration Cleric Concentrate Focus Spell Manipulate Mental Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal 1 Focus Point
Cast Time1 minute
Range10 feet
Area
TargetYou and any number of willing allies
Save
Duration1 hour
DomainSecrecy

You ensure a secret remains safe from prying spies.

Choose one piece of information that at least some of the targets know; you can target a creature only if it remains within range for the full minute during which you Cast the Spell.

The spell grants those who know the piece of knowledge you have chosen a +4 status bonus to skill checks (typically Deception checks) to conceal this knowledge and to saving throws against spells that specifically attempt to obtain this knowledge from them and effects that would force them to reveal it.

If you Cast this Spell again, any previous safeguard secret you had cast ends.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Sailor

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesDexterity Strength
SkillAthletics
LoreSailing
FeatUnderwater Marauder

Sally Guard Neophyte

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Agents of Edgewatch Player's Guide.

Stat ChoicesConstitution Wisdom
SkillNature
Lore
FeatSally Guard Equipment

Sanctified Ground

29th July 2020 at 8:46pm
Abjuration Concentrate Consecration Divine Manipulate Material Somatic Spell Verbal

Level3
Components Somatic Verbal Material
Cast Time1 minute
Range
Area30-foot Burst centered on you
Target
Save
Duration24 hours
Domain

Cost 1 vial of Holy Water.

You sanctify the area, sprinkling it with holy water and warding it against your foes.

Choose Aberration s, Celestial s, Dragon s, Fiend s, Monitor s, or Undead .

All creatures in the area gain a +1 status bonus to AC, attack rolls, damage rolls, and saving throws against the chosen creatures.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Sanctuary

29th July 2020 at 8:49pm
Abjuration Concentrate Divine Manipulate Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration1 minute
Domain

You ward a creature with protective energy that deters enemy attacks.

Creatures attempting to attack the target must attempt a Will save each time.

If the target uses a Hostile Action, the spell ends.

Critical SuccessSanctuary ends.
SuccessThe creature can attempt its attack and any other attacks against the target this turn.
FailureThe creature can’t attack the target and wastes the action. It can’t attempt further attacks against the target this turn.
Critical FailureThe creature wastes the action and can’t attempt to attack the target for the rest of sanctuary’s duration.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Sarkorian Reclaimer

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Wisdom
SkillMedicine
LoreAbyssal
FeatBattle Medicine

Sarkorian Survivor

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Strength
SkillSurvival
LoreSarkorian History
FeatForager

SaveSuccessTable

29th July 2020 at 11:42pm

Critical Success
Success
Failure
Critical Failure

Savor the Sting

6th August 2020 at 9:02pm
Cleric Enchantment Focus Spell Manipulate Mental Nonlethal Somatic Spell Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
RangeTouch
Area
Target1 creature
Save Will
Duration
DomainPain

You inflict pain upon the target and revel in their anguish.

This deals 1d4 mental damage and 1d4 persistent mental damage; the target must attempt a Will save.

Critical SuccessThe target is unaffected.
SuccessThe target takes half damage and no persistent damage.
FailureThe target takes full initial and persistent damage.
Critical FailureThe target takes double initial and persistent damage.

As long as the target is taking persistent damage from this spell, you gain a +1 status bonus to attack rolls and skill checks against the target.

Heightened (+1) The initial damage increases by 1d4 and the persistent damage increases by 1d4.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Scamper Underfoot

6th August 2020 at 5:13pm
Ancestry Feat Shoony

You are used to ducking under foes and can scurry around the battlefield with ease.

You gain a +1 circumstance bonus to Acrobatics checks to Tumble Through the spaces of Medium or larger enemies, and the presence of an enemy doesn’t make the squares difficult terrain.

Feat Type Ancestry
AncestryShoony
Level1
Requires

Scare to Death

23rd July 2020 at 10:26pm
Action Death Emotion Fear Feat General Incapacitation Skill

Prerequisites Legendary in Intimidation.

You can frighten foes so much, they might die.

Attempt an Intimidation check against the Will DC of a living creature within 30 feet of you that you sense or observe and who can sense or observe you.

If the target can’t hear you or doesn’t understand the language you are speaking, you take a –4 circumstance penalty.

The creature is temporarily immune for 1 minute.

Incapacitation effect: Against all targets of higher level than the effect, use the result one worse (for you) than the roll indicates.

Critical SuccessThe target must succeed at a Fortitude save against your Intimidation DC or die. If the target succeeds at its save, it becomes Frightened 2 and is Fleeing for 1 round; it suffers no effect on a critical success.
SuccessThe target becomes Frightened 2.
FailureThe target becomes Frightened 1.
Critical FailureThe target is unaffected.
Actions 1
Time
Free Hands
Skill
DefenseWill
Tool
Sub-actions
Feat Type Skill
Level15
Skill Intimidation
RequirementL
Requires
EmotionThis won't work on creatures with mechanical or artificial intelligence.
IncapacitationThis has reduced effect against creatures of higher level.
Raging IntimidationScare to DeathGrants this automatically and gives it the rage trait.
IntimidationScare to Death
CharismaIntimidationKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Feral MutagenIntimidationAllows Bestial Mutagen to grant an item bonus.
Veil of ConfidenceFearOn fumbled save, spell ends and frightened is 1 greater.

Scavenger

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesIntelligence Wisdom
SkillSurvival
Lore*Per Settlement
FeatForager

Scent

27th June 2020 at 9:10pm
Ability

Scent involves sensing creatures or objects by smell, and is usually a Vague sense.

The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Negate AromaScentPrevents a creature emitting any scent.

Scholar

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesIntelligence Wisdom
SkillArcana Nature Occultism Religion
LoreAcademia
FeatAssurance

Scholar of the Ancients

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Intelligence
SkillArcana
LoreAzlant
FeatQuick Identification

Scholarly Recollection

6th August 2020 at 6:19pm
Cleric Concentrate Divination Focus Spell Fortune Reaction Spell Uncommon Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
DomainKnowledge (Domain)

Trigger You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you’re trained in.

Speaking a short prayer as you gather your thoughts, you’re blessed to find that your deity gave you just the right bit of information for your situation.

Roll the triggering check twice and use the better result.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
FortuneDoesn't stack with other Fortune effects, and cancels with Misfortune.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Faerie DustReactionCan't be used while affected.
ChromaWall57DivinationBlocked by Indigo wall.

Schooled in Secrets

30th July 2020 at 1:48am
Feat General Skill

You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members.

You can use Occultism in place of Diplomacy to Gather Information about such groups.

If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you.

Feat Type Skill
Level1
Skill Occultism
RequirementT
Requires

SchoolSpellListMacro

3rd August 2020 at 12:10am
$:/tags/Macro

Scintillating Pattern

29th July 2020 at 8:52pm
Arcane Concentrate Illusion Incapacitation Manipulate Occult Somatic Spell Verbal Visual

Level8
Components Somatic Verbal
Cast Time
Range120 feet
Area20 foot Burst
Target
Save Will
DurationSustained up to 1 minute
Domain

A field of cascading, ever-changing colors manifests in the air.

Creatures are Dazzled while inside the pattern, as are those within 20 feet of the pattern’s area.

A creature must attempt a Will save if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern.

A creature currently affected by the pattern doesn’t need to attempt new saves.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical Success
SuccessThe creature is unaffected.
FailureThe creature is Confused for 1d4 rounds.
Critical FailureThe creature is Stunned for 1d4 rounds. After the stunned condition ends, the creature is Confused for the remaining duration of the spell.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.

Scintillating Safeguard

6th August 2020 at 12:14am
Abjuration Divine Manipulate Occult Primal Reaction Somatic Spell

Level6
Components Somatic
Cast Time
Range30 feet
Area
TargetUp to 5 Willing creatures who would be harmed by the triggering effect
Save
Duration
Domain

A sparkling magical barrier envelops each target, shielding them against the triggering effect.

Choose one type of physical or energy damage the triggering effect deals.

Each target gains Resistance 10 against that damage type for the triggering effect.

The resistance applies only against the initial damage, not against any persistent damage or other lingering effects of the effect.

Heightened (+1) The resistance increases by 1.

DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Faerie DustReactionCan't be used while affected.

Scout

18th July 2020 at 10:43pm
Activity Concentrate Exploration

You scout ahead and behind the group to watch danger, moving at half speed.

At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their Initiative rolls.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
Incredible ScoutScoutBonus becomes +2 instead of +1.

Scout (Background)

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesDexterity Wisdom
SkillSurvival
Lore*Per Terrain
FeatForager

Scrying

29th July 2020 at 8:56pm
Arcane Concentrate Divination Manipulate Material Occult Scrying Somatic Spell Uncommon Verbal

Scrying is also a spell tag. Scrying effects allow the user to percieve another location.

Level6
Components Material Somatic Verbal
Cast Time10 minutes
RangePlanetary
Area
Target1 creature
Save Will
DurationSustained up to 10 minutes
Domain

You magically spy on a creature of your choice.

Scrying works like Clairvoyance, except that the image you receive is less precise, insufficient for Teleport and similar spells.

Instead of creating an eye in a set location within 500 feet, you instead create an eye that manifests just above the target.

You can choose a target either by name or by touching one of its possessions or a piece of its body.

The effect of scrying depends on the target’s Will save.

If you haven’t met the target in person, scrying’s DC is 2 lower, and if you are unaware of the target’s identity (perhaps because you found an unknown creature’s fang at a crime scene), the DC is instead 10 lower.

Critical SuccessThe spell fails and the target is temporarily immune for 1 week. The target also gains a glimpse of you and learns its rough distance and direction from you.
SuccessThe spell fails and the target is temporarily immune for 1 day.
FailureThe spell succeeds.
Critical FailureThe spell succeeds, and the eye follows the target if it moves, traveling up to 60 feet per round.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
ChromaWall57DivinationBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Sculpt Sound

6th August 2020 at 7:34pm
Concentrate Illusion Manipulate Occult Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature or object
Save Will
Duration10 minutes
Domain

You change the sounds made by a creature or object.

Choose how you’re altering the sounds when you Cast the Spell; you can’t alter it later.

You can cause something that didn’t create a sound to make sound, alter the voice of a creature, amplify or deaden a sound, or transform one sound into another.

A creature who succeeds at a Perception check against your spell DC can determine that the sound was altered by an illusion, including hearing faint sounds if you deadened the sound, but they can’t determine the true sound unless they critically succeed at the Perception check.

You can Dismiss the spell.

Because this spell obscures sound instead of preventing it, using the spell to quiet a creature doesn’t prevent that creature from using verbal spell components, though it does prevent most Auditory effects that rely on another creature hearing them accurately. An unwilling target can attempt a Will save.

Heightened (5th) You can target up to 6 creatures or 6 objects, altering the sounds of all affected creatures or objects in the same way.

Critical Success
SuccessThe affected sound from the creature isn’t altered.
FailureThe affected sound from the creature is altered in the way you determine.
Critical FailureThe affected sound from the creature is altered and the target becomes Stupefied 2 for 1 minute as it struggles with the disorienting effects of its altered sound.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.

Seal Fate

1st August 2020 at 6:40pm
Arcane Concentrate Curse Death Divine Manipulate Necromancy Occult Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 living creature
Save Fortitude
Duration
Domain

You utter a curse that a creature will meet a certain end—a death by freezing, stabbing, or another means you devise.

Choose one type of damage from the following list: Acid , Bludgeoning , Cold , Electricity , Fire , Negative , Piercing , Slashing , or Sonic .

The effect is based on the target’s Fortitude save.

Heightened (+2) The weakness increases by 1, and the maximum level of creature that can be automatically killed increases by 4.

Critical SuccessThe target is unaffected.
SuccessThe target gains Weakness 2 to the chosen damage type until the end of your next turn.
FailureAs success, but the duration is 1 minute. If the creature is reduced to 0 HP by the chosen damage and its level is 7 or less, it dies.
Critical FailureAs failure, but the duration is unlimited.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Search

22nd July 2020 at 10:16pm
Activity Concentrate Exploration

You Seek meticulously for hidden doors, concealed hazards, and so on.

You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it.

With a successful Perception check while Searching, a character notices the presence or absence of something unusual in the area, but it doesn’t provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a Searching character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you’d give a rough idea of the trap’s location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.

In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly. If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), Searching would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.

You can always move more slowly while Searching to cover the area more thoroughly, and the Expeditious Search feat increases these maximum Speeds.

If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. You roll a secret Perception check for a Searching character to detect any secrets they pass that’s in a place that stands out (such as near a door or a turn in a corridor), but not one that’s in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
Expeditious SearchSearchSearching takes half as long, so can move double the speed.
Thorough SearchSearchGo half speed for +2 circumstance to Seek.

Searing Light

29th July 2020 at 9:17pm
Attack Concentrate Divine Evocation Fire Good Light Manipulate Primal Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 creature
Save
Duration
Domain

You shoot a blazing ray of light tinged with holy energy.

Make a ranged spell attack.

The ray deals 5d6 Fire damage. If the target is a Fiend or Undead , you deal an extra 5d6 Good damage.

On a critical hit, the target takes double fire damage, as well as double good damage if a fiend or undead.

If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to Counteract the darkness.

If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell’s target.

Heightened (+1) The fire damage increases by 2d6, and the good damage against fiends and undead increases by 2d6.

AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
FireYou can't use this underwater.
GoodGood damage harms only evil creatures.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.

Seasoned

30th July 2020 at 1:50am
Feat General Skill

You’ve mastered the preparation of many types of food and drink.

You gain a +1 circumstance bonus to checks to Craft food and drink, including potions.

If you are a master in one of the prerequisite skills, this bonus increases to +2.

Feat Type Skill
Level1
Skill Crafting Lore
RequirementT
Requires

Second Wind

23rd July 2020 at 10:42pm
Barbarian Class Feat

You can enter a second rage, but afterward you need to catch your breath.

You can Rage without waiting for 1 minute after the previous Rage (or 1 round, with Quick Rage), but when you end this second Rage, you’re Fatigued until you rest for 10 minutes.

Feat Type Class
Level2
Requires
ClassBarbarian

Secrecy

4th August 2020 at 9:17pm
Domain

You protect secrets and keep them hidden.

Basic Domain Spell: Forced Quiet

Advanced Domain Spell: Safeguard Secret

Secret Chest

1st August 2020 at 7:17pm
Arcane Concentrate Conjuration Manipulate Material Occult Somatic Spell Verbal

Level5
Components Somatic Verbal Material
Cast Time1 minute
RangeTouch
Area
Target1 container and its contents, totaling 10 Bulk or less
Save
DurationUntil the next time you make your daily preparations
Domain

You banish a container and its contents to the Ethereal Plane, where you can retrieve it from later.

The container’s physical properties—the material from which it is made, any locks, or other features—are irrelevant to the casting of this spell, but the container can’t contain any creatures.

When you Cast this Spell, the container and all its contents are transported to a random location deep in the Ethereal Plane.

Time passes normally for the container and its contents, and the environmental effects of the Ethereal Plane apply to it.

Though very unlikely, it’s possible for a creature on the Ethereal Plane to stumble upon the chest.

You can Dismiss the spell to return the chest to your current location.

If the spell ends by any other means, the container is lost on the Ethereal Plane and you can no longer recall it with this spell, though you could search for it in other ways.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Secret Page

29th July 2020 at 9:18pm
Arcane Concentrate Illusion Manipulate Material Occult Somatic Spell Verbal Visual

Level3
Components Somatic Verbal Material
Cast Time1 minute
RangeTouch
Area
Target1 page up to 3 square feet in size
Save
DurationUnlimited
Domain

You change the target’s text to different text entirely.

If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page’s level or lower. The replacement spell cannot be cast or used to prepare a spell.

You can also transform the text into some other text you have written or have access to.

You can specify a password that allows a creature touching the page to change the text back and forth.

You must choose the replacement text and the password, if any, when you Cast the Spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.

Secret Speech

30th July 2020 at 1:51am
Feat General Skill Uncommon

Choose a secret society. You’ve learned that society’s secret cant or jargon, enabling you to share hidden messages when signing or speaking with others who’ve also learned it.

If an observer succeeds at a Perception check against your Deception DC when you do this, they realize you are passing a message but fail to discern its content, unless they subsequently succeed at a Society check against your Deception DC.

On a critical success, they learn not only the message, but also who you’re passing the message to.

Special You can take this feat multiple times. You learn the secret speech of a different society each time.

Feat Type Skill
Level1
Skill
Requirement
Requires
UncommonYou can't normally gain this by character advancement.

Secular Medic

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesDexterity Wisdom
SkillMedicine
LoreAnatomy
FeatBattle Medicine

See Invisibility

29th July 2020 at 9:35pm
Arcane Concentrate Divination Divine Manipulate Occult Revelation Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes
Domain

You can see Invisible creatures and objects.

They appear to you as translucent shapes, and they are Concealed to you.

Heightened (5th) The spell has a duration of 8 hours.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Seek

23rd July 2020 at 10:12pm
Action Concentrate Secret

You scan an area for signs of creatures or objects.

If you’re looking for creatures, choose an area you’re scanning. If precision is necessary, the GM can have you select a 30-foot cone or a 15-foot burst within line of sight. You might take a penalty if you choose an area that’s far away.

If you’re using Seek to search for objects (including secret doors and hazards), you search up to a 10-foot square adjacent to you. The GM might determine you need to Seek as an activity, taking more actions or even minutes or hours if you’re searching a particularly cluttered area.

The GM attempts a single secret Perception check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object).

A creature you detect might remain Hidden, rather than becoming Observed, if you’re using an imprecise sense or if an effect (such as Invisibility) prevents the subject from being observed.

You can Seek while Raging, even though it has the Concentrate trait.

Critical SuccessIf you were searching for creatures, any Undetected or hidden creature you critically succeeded against becomes observed by you. If you were searching for an object, you learn its location.
SuccessIf you were searching for creatures, any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. If you were searching for an object, you learn its location or get a clue to its whereabouts, as determined by the GM.
Failure
Critical Failure
Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
SecretThe GM makes the roll for this in secret.
Countless EyesSeekSeek in 30 foot burst or four 15 foot bursts.
Scholarly RecollectionSeekCan give best of 2 rolls.

Sending

29th July 2020 at 9:36pm
Arcane Concentrate Divination Divine Manipulate Material Mental Occult Somatic Spell Verbal

Level5
Components Somatic Verbal Material
Cast Time
RangePlanetary
Area
Target1 creature with whom you are familiar
Save
Duration
Domain

You send the creature a mental message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Senghor Sailor

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesIntelligence Wisdom
SkillCrafting
LoreSailing
FeatQuick Repair

Sense Direction

25th July 2020 at 3:50pm
Action Exploration Secret Untrained

Using the stars, the position of the sun, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild.

Typically, you attempt a Survival check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so).

More unusual locales or those you’re unfamiliar with might require you to have a minimum proficiency rank to Sense Direction.

Without a compass, you take a –2 item penalty to checks to Sense Direction.

Critical SuccessYou get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.
SuccessYou gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.
Failure
Critical Failure
Actions
Time
Free Hands
SkillSurvival 
Defense
ToolCompass
Sub-actions
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
SecretThe GM makes the roll for this in secret.
SurvivalSense Direction
Terrain ExpertiseSurvival+1 circumstance in terrain you know.
WisdomSurvivalKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Sense Motive

26th June 2020 at 9:55pm
Action Concentrate Secret

You try to tell whether a creature’s behavior is abnormal.

Choose one creature, and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone.

The GM attempts a single secret Perception check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature’s mental state, or another appropriate DC determined by the GM.

You typically can’t try to Sense the Motive of the same creature again until the situation changes significantly.

Critical SuccessYou determine the creature’s true intentions and get a solid idea of any mental magic affecting it.
SuccessYou can tell whether the creature is behaving normally, but you don’t know its exact intentions or what magic might be affecting it.
FailureYou detect what a deceptive creature wants you to believe. If they’re not being deceptive, you believe they’re behaving normally.
Critical FailureYou get a false sense of the creature’s intentions.
Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
SecretThe GM makes the roll for this in secret.
Oathkeeper DwarfSense Motive+1 circumstance to sense, -4 circumstance to fool others.

Servant

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesCharisma Dexterity
SkillSociety
LoreLabor
FeatRead Lips

Shadow Blast

29th July 2020 at 9:43pm
Concentrate Divine Evocation Manipulate Occult Shadow Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
RangeVaries
AreaVaries
Target
Save Reflex Will
Duration
Domain

You shape the quasi-real substance of the Shadow Plane into a blast.

Choose Acid , Bludgeoning , Cold , Electricity , Fire , Force , Piercing , Slashing , or Sonic damage, and choose a 30-foot Cone, a 15-foot Burst within 120 feet, or a 50-foot Line.

The blast deals 5d8 damage of the type you chose to each creature in the area. They attempt their choice of a Reflex or Will save.

Heightened (+1) The damage increases by 1d8.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Shadow Haunted

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesIntelligence Wisdom
SkillIntimidation
LoreShadow Plane
FeatQuick Coercion

Shadow Mark

30th July 2020 at 1:27pm
Feat General Skill

You have learned special tricks that help you follow individuals without them noticing you.

When you attempt a Stealth check to Avoid Notice while following a specific target, the target takes a –2 circumstance penalty to their Perception DC.

If you have master proficiency in Stealth, the penalty is –3 or –4 if you’re legendary.

If you start an encounter with the target while shadowing them, the target takes this penalty to their Initiative roll and to their Perception DC to determine if they notice you, as normal for Sneak.

Feat Type Skill
Level2
Skill Stealth
RequirementE
Requires

Shadow Siphon

29th July 2020 at 9:52pm
Arcane Concentrate Illusion Occult Reaction Shadow Spell Verbal

Level5
Components Verbal
Cast Time
Range60 feet
Area
TargetThe triggering spell
Save
Duration
Domain

Trigger A spell or magical effect deals damage.

Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself.

Attempt to Counteract the target spell. Treat shadow siphon’s counteract level as 2 higher for this attempt.

If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage. but the spell otherwise works as normal.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
OccultThis spell can be identified using Occultism.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
True SeeingIllusionRolls automatic Counteract check.
Faerie DustReactionCan't be used while affected.

Shadow Walk

29th July 2020 at 9:54pm
Arcane Concentrate Conjuration Manipulate Material Occult Shadow Somatic Spell Teleportation Uncommon Verbal

Level5
Components Somatic Verbal Material
Cast Time
RangeTouch
Area
TargetYou and up to 9 Willing creatures touched
Save
Duration8 hours
Domain

You access the Shadow Plane, using its warped nature to spread your travels.

The targets enter the edge of the Shadow Plane where it borders the Material Plane.

Targets can’t see the Material Plane while on the Shadow Plane (although elements of that plane can sometimes be a hazy reflection of the Material Plane).

While on the Shadow Plane, the targets are exposed to potential encounters with that plane’s denizens.

The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane.

Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour.

At any point, a target can Dismiss the spell’s effects, although this affects only that target.

The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together and Dismiss the spell at the same point on the Plane of Shadow appear together).

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Shake It Off

23rd July 2020 at 10:47pm
Action Barbarian Class Concentrate Feat Rage

You concentrate on your rage, overcoming fear and fighting back sickness.

Reduce your Frightened condition value by 1, and attempt a Fortitude save to recover from the Sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level2
Requires
ClassBarbarian
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
RageYou have to be raging to use this.
FortitudeShake It Off
Arcane CountermeasureFortitude+2 status vs target spell.
Bit of LuckFortitudeAllows best of 2 rolls.
Blunt SnoutFortitudePromote all vs inhaled or olfactory.
Breath ControlFortitudeGives +1 circumstance and promotion to saves against inhaled threats.
Call on Ancient BloodFortitude+1 circumstance vs magic.
ConstitutionFortitudeKey ability for this save.
DrainedConstitutionReduces Constitution by the condition value.
Fast RecoveryDrainedIncreases the effectiveness of saves.
FrightenedConstitutionReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedConstitutionReduces Constitution by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Counter PerformanceFortitudeCan use Performance result instead.
Death Warden DwarfFortitudePromotes success to critical vs necromancy.
Divine AuraFortitudeGives +1/+2 status.
Divine VesselFortitudeGives +1 status bonus against spells.
FatiguedFortitudeGives -1 status to saves.
Forbidding WardFortitudeGives +1/+2 status against a specific enemy.
FrightenedFortitudeReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
Greater JuggernautFortitudePromotes fumbles. Half damage on failure.
Inspire CourageFortitude+1 status vs fear.
Inspire HeroicsInspire CouragePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Inspire DefenseFortitude+1 status.
Inspire HeroicsInspire DefensePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Jinxed TenguFortitudePromote successes vs curse or misfortune.
JuggernautFortitudePromotes successes.
Mage ArmorFortitudeGives +1/+2/+3 item bonus.
Magic's VesselFortitude+1 status.
Mind BlankFortitudeGives +4 status vs mental effects.
Penumbral ShroudFortitude+1 status vs Light.
Phantom SteedFortitudePhantom Steeds fail all saves.
Poison ResistanceFortitudeGives +1 status vs poisons.
Protection (Spell)FortitudeGives +1 status vs named alignment.
Rock DwarfFortitude+2 circumstance vs being knocked prone.
Safeguard SecretFortitude+4 status vs revealing secret.
Sanctified GroundFortitudeGives +1 status against named creatures.
Shaped ContainmentFortitude+2 status vs your inhaled poisons.
SootheFortitudeGives +2 status vs Mental.
Spirit SenseFortitude+1 status vs haunts and spirits.
Superstition InstinctFortitude+2 status vs magic.
Tempt FateFortitude+1/2 status, promote successes, demote fails.
Terrifying ResistanceFortitude+1 circumstance against spells by enemies you demoralized.
Touch of the MoonFortitude+1 status when Full or Waning.

Shameless Request

26th July 2020 at 1:30am
Feat General Skill

Requirements Master in Diplomacy.

You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm.

When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead.

While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.

Feat Type Skill
Level7
Skill Diplomacy
RequirementM
Requires

Shape Stone

29th July 2020 at 9:57pm
Arcane Concentrate Earth Manipulate Primal Somatic Spell Transmutation Verbal

Level4
Components Somatic Verbal
Cast Time
RangeTouch
Area
TargetCube of stone 10 feet across or smaller
Save Reflex
Duration
Domain

You shape the stone into a rough shape of your choice. The shaping process is too crude to produce intricate parts, fine details, moving pieces, or the like.

Any creatures standing atop the stone when you reshape it must each attempt a Reflex save or Acrobatics check.

Critical Success
SuccessThe creature is unaffected.
FailureThe creature falls Prone atop the stone.
Critical FailureThe creature falls off the stone (if applicable) and lands prone.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Shape Wood

29th July 2020 at 9:58pm
Concentrate Manipulate Plant Primal Somatic Spell Transmutation Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
TargetAn unworked piece of wood up to 20 cubic feet in volume
Save
Duration
Domain

You shape the wood into a rough shape of your choice. The shaping power is too crude to produce with intricate parts, fine details, moving pieces, or the like.

You cannot use this spell to enhance the value of the wooden object you are shaping.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Shapechange

29th July 2020 at 10:00pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal

Level9
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 mutation
Domain

Harnessing your mastery of transformative magic, you take on a mutable form.

You transform yourself into any form you could choose with a Polymorph spell in your spell repertoire or that you could prepare of 8th level or lower (including any 8th-level or lower heightened versions of spells you know).

You choose the type of creature as you Cast the Spell rather than when you prepare it. (This seems to be redundant as you do this for every polymorph spell.)

You can change your form to any other form you could choose with this spell by using a single action, which has the Concentrate trait.

You can Dismiss this spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Shaped Containment

6th August 2020 at 12:42am
Alchemist Class Feat Uncommon

This Feat has special plot prerequisites that are described in Age of Ashes 5: Against the Scarlet Triad.

Through a combination of careful manipulation and precise breath control, you can deploy inhaled toxins precisely.

When you activate an inhaled poison, you can cause it to fill a 20-foot Line that’s 5 feet tall rather than a 10-foot Cube.

You gain a +3 status bonus to saving throws against inhaled poisons that you activate.

Feat Type Class
Level12
Requires
ClassAlchemist
UncommonYou can't normally gain this by character advancement.

Share Lore

3rd August 2020 at 12:08am
Arcane Divination Mental Occult Spell

Level1
Components
Cast Time1 minute
RangeTouch
Area
TargetUp to 3 creatures
Save
Duration10 minutes
Domain

You share your knowledge with the touched creatures.

Choose one Lore skill in which you are trained. The targets become trained in that Lore skill for the duration of the spell.

Heightened (3rd) The duration of the spell is 1 hour and you can target up to five creatures.

Heightened (5th) The duration of the spell is 8 hours, you can target up to five creatures, and you can share up to two Lore skills in which you are trained.

The book lists no components other than the 10 minute duration for this spell, although it is unlikely to be used in encounter mode.

ArcaneThis spell can be identified using Arcana.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
StupefiedSpellRisk of casting disruption on flat check.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Share Rage

25th July 2020 at 5:51pm
Action Auditory Barbarian Class Feat Rage Visual

Requirements You haven’t used this ability since you last Raged.

You stoke an ally’s fury.

While you are raging, one willing creature within 30 feet gains the effects of the Rage action, except it can still use Concentrate actions.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level8
Requires
ClassBarbarian
AuditoryThis works only against creatures that can hear it and are not Deafened.
RageYou have to be raging to use this.
VisualThis works only against creatures that can see it and are not Blinded.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.

Shared Nightmare

6th August 2020 at 6:15pm
Cleric Concentrate Emotion Enchantment Focus Spell Incapacitation Manipulate Mental Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration
DomainNightmares

Merging minds with the target, you swap disorienting visions from one another’s nightmares.

One of you will become Confused, but which it’ll be depends on the target’s Will save.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessYou are Confused for 1 round.
SuccessAt the start of your next turn, you spend your first action with the Confused condition, then act normally.
FailureAs success, but the target is affected instead of you, spending its first action each turn Confused. The duration is 1 minute.
Critical FailureThe target is Confused for 1 minute.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Sharp Beak

1st August 2020 at 10:49pm
Ability

With your sharp beak, you are never without a weapon.

You have a beak unarmed attack that deals 1d6 piercing damage.

Your beak is in the Brawling weapon group and has the Finesse and Unarmed traits.

Shatter

29th July 2020 at 10:04pm
Concentrate Evocation Manipulate Occult Primal Somatic Sonic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 unattended object
Save
Duration
Domain

A high-frequency sonic attack shatters a nearby object.

You deal 2d10 Sonic damage to the object, ignoring the object’s Hardness if it is 4 or lower.

Heightened (+1) The damage increases by 1d10, and the Hardness the spell ignores increases by 2.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14SonicStopped by Yellow wall.
SilenceSonicCan't use attacks in affected area.

Shattering Gem

3rd August 2020 at 12:09am
Abjuration Arcane Concentrate Earth Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save Reflex
Duration1 minute
Domain

A large gem floats around the target in an erratic pattern.

Each time a creature Strikes the target, the target attempts a DC 11 flat check. On a success, the gem blocks the attack, so the attack first damages the gem and then applies any remaining damage to the target.

The gem has 5 Hit Points.

If the gem is reduced to 0 Hit Points, it shatters, immediately dealing the creature that destroyed it 1d8 slashing damage (basic Reflex save), as long as that creature is within 10 feet of the target.

Heightened (+1) The gem has 5 additional HP, and the damage dealt by its detonation increases by 1d8.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Shield

6th August 2020 at 12:12am
Abjuration Arcane Cantrip Concentrate Divine Force Occult Spell Verbal

Level1
Components Verbal
Cast Time
Range
Area
Target
Save
DurationUntil the start of your next turn
Domain

You raise a magical shield of force.

This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield.

The shield has Hardness 5.

After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.

Unlike a normal Shield Block, you can use the spell’s reaction against the Magic Missile spell. (Which you couldn't normally because it only works against physical damage.)

Heightening the spell increases the shield’s Hardness.

Heighten LevelHardness
15
310
515
720
925
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
OccultThis spell can be identified using Occultism.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
ChromaWall14ForceStopped by Yellow wall.

Shield Block

29th July 2020 at 10:09pm
Action Feat General Reaction

Trigger The user has their shield raised and takes damage from a physical attack.

The user snaps their shield into place to deflect a blow.

The shield prevents the user from taking an amount of damage up to the shield’s Hardness.

The user and the shield each take any remaining damage, possibly breaking or destroying the shield.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type General
Level1
Requires
ShieldShield BlockSpell-created shield can apply hardness against Magic Missile (specifically).
Faerie DustReactionCan't be used while affected.

Shield Other

29th July 2020 at 10:18pm
Concentrate Divine Manipulate Necromancy Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
Duration10 minutes
Domain

You forge a temporary link between the target’s life essence and your own.

The target takes half damage from all effects that deal Hit Point damage, and you take the remainder of the damage.

When you take damage through this link, you don’t apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage.

The spell ends if the target is ever more than 30 feet away from you.

If either you or the target is reduced to 0 Hit Points, any damage from this spell is resolved and then the spell ends.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Shifting Sand

6th August 2020 at 12:10am
Arcane Concentrate Earth Manipulate Material Primal Somatic Spell Transmutation Verbal

Level3
Components Somatic Verbal Material
Cast Time
Range30 feet
AreaA horizontal earthen or sandy surface within a 20 foot Burst
Target
Save
DurationSustained up to 1 minute
Domain

You cause the surface to heave.

The area becomes Difficult Terrain and any tracks in the area are destroyed by the churning ground.

Creatures standing in the area take a –1 status penalty to Acrobatics checks to Balance and Tumble Through and Athletics checks to High Jump and Long Jump.

When you Sustain the Spell, you can move the churning area up to 10 feet in any direction. Creatures Immobilized by the spell are carried along with the shifting sand in the same direction, if possible; this movement is Forced Movement

Creatures that enter or begin their turn standing in the shifting sand must attempt a Reflex save.

Critical SuccessThe creature is unaffected and ignores the area’s difficult terrain and penalty to skill checks until the end of its turn.
SuccessThe creature ignores the area’s penalty to skill checks until the end of its turn.
FailureThe creature is affected normally by the spell this turn.
Critical FailureThe creature becomes Immobilized within the spell’s area until it Escapes. If the creature was already immobilized by shifting sands, it also falls Prone.

Heightened (5th) The status penalty increases to –2 and the spell’s range increases to 60 feet.

Heightened (7th) The status penalty increases to –3, the spell’s range increases to 60 feet, and the spell’s area increases to a 30-foot burst.

Heightened (9th) The status penalty increases to –4, the spell’s range increases to 60 feet, and the spell’s area increases to a 40-foot burst.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Shillelagh

29th July 2020 at 10:29pm
Concentrate Manipulate Plant Primal Somatic Spell Transmutation Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 non-magical Club or Staff you hold
Save
Duration1 minute
Domain

The target grows vines and leaves, brimming with primal energy.

The target becomes a +1 Striking weapon while in your hands, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

Additionally, as long as you are on your home plane, attacks you make with the target against Aberration s, extraplanar creatures, and > increase the number of weapon damage dice to three.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Shoanti Name-Bearer

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesStrength Wisdom
SkillAthletics
LoreQuah
FeatCombat Climber

Shocking Grasp

29th July 2020 at 10:38pm
Arcane Attack Concentrate Electricity Evocation Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
RangeReach
Area
Target1 creature
Save
Duration
Domain

You shroud your hands in a crackling field of lightning.

Make a melee spell attack roll.

On a hit, the target takes 2d12 electricity damage.

If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit.

On a critical hit, double the initial damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.

ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
ChromaWall14ElectricityStopped by Yellow wall.

Shockwave

3rd August 2020 at 12:17am
Arcane Concentrate Earth Evocation Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area15 foot Cone
Target
Save Reflex
Duration
Domain

You create a wave of energy that ripples through the earth.

Terrestrial creatures in the affected area must attempt a Reflex save to avoid stumbling as the shockwave shakes the ground.

Heightened (+1) The area increases by 5 feet (to a 20-foot cone at 2nd level, and so on).

Critical SuccessThe creature is unaffected.
SuccessThe creature is Flat-Footed until the start of its next turn.
FailureThe creature falls Prone.
Critical FailureAs failure, plus the creature takes 1d6 damage.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Shoddy

7th July 2020 at 12:31am
Rule

Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities.

When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case.

Attacks and checks involving a shoddy item take a –2 item penalty.

This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor).

A shoddy suit of armor also worsens the armor’s check penalty by 2.

A shoddy item’s Hit Points and Broken Threshold are each half that of a normal item of its type.

Improvisational DefenderShoddyNo attack roll penalty for weapons.

Shoony

6th August 2020 at 5:00pm
Ancestry Dwarf Humanoid
Base HP6
SizeSmall
Speed25
BoostsDexterity Charisma Free
FlawsConstitution
LanguagesCommon Shoony

Special Abilities

Heritages

Bloodhound ShoonyYou gain a special sense: Imprecise Scent with a range of 30 feet. You gain a +2 circumstance bonus to Survival checks to Track creatures that you have previously sensed with your scent.
Fishseeker ShoonyIf you roll a success on an attempt to Grab an Edge, you get a critical success instead; if you roll a critical failure, you get a failure instead. A creature that rolls a failure on a check to Disarm you gets a critical failure instead.
Paddler ShoonyYou ignore Difficult Terrain and greater difficult terrain from bogs. When you roll a success to Swim, you get a critical success instead.
Thickcoat ShoonyYou gain cold resistance equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on). You don’t need to succeed at a flat check to target a Concealed creature if that creature is concealed only by snow. Unless you wear protective gear or take shelter, environmental heat effects are one step more extreme for you.

Level 1 Shoony Feats

Level 5 Shoony Feats

Level 9 Shoony Feats

Level 13 Shoony Feats

Level 17 Shoony Feats

Shoony Lore

6th August 2020 at 5:15pm
Ancestry Feat Shoony

Growing up in shoony society, you learned the value of honesty, friendship, and hard work, even during trying times.

You gain the trained proficiency rank in Diplomacy and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.

You also become trained in Shoony Lore.

Feat Type Ancestry
AncestryShoony
Level1
Requires

Shory Seeker

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesDexterity Intelligence
SkillCrafting
LoreShory
FeatSpeciality Crafting

Shove

25th July 2020 at 3:51pm
Action Untrained

Requirements You have at least one hand free. The target can’t be more than one size larger than you unless you have Titan Wrestler, in which case they can be two or three sizes bigger depending on your proficiency in Athletics.

You push an opponent away from you.

Attempt an Athletics check against your opponent’s Fortitude DC.

Critical SuccessYou push your opponent up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
SuccessYou push your opponent back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
Failure
Critical FailureYou lose your balance, fall, and land Prone. If you shoved using a weapon, you can choose to drop it instead.

A weapon with the Shove trait can be used to Shove with the Athletics skill even if you don’t have a free hand.

This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check.

If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Actions 1
Time
Free Hands1
SkillAthletics 
DefenseFortitude
Tool
Sub-actions
Brutal BullyShoveAdds extra bludgeoning damage when raging.
GymnastShoveGain Panache on success.
Rock DwarfShove+2 circumstance to Fortitude/Reflex DC.
Telekinetic ManeuverShoveUse spell attack instead of Athletics.
Titan WrestlerShoveCan use on creatures 2-3 sizes larger.
AthleticsShove
Athletic RushAthletics+2 status.
Song of StrengthAthletics+1 status on rolls, and DCs against athletics actions.
Inspire HeroicsSong of StrengthPerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Show the Way

3rd August 2020 at 12:20am
Concentrate Detection Divination Divine Manipulate Material Primal Somatic Spell Verbal

Level3
Components Somatic Verbal Material
Cast Time10 minutes
Range
Area5 foot Emanation
TargetYou and allies in the area
Save
Duration8 hours
Domain

You and affected allies gain preternatural knowledge of the path ahead, allowing you to intuit the best way forward and avoid potential obstacles such as difficult or confusing terrain.

For the purpose of long-distance overland travel during exploration mode, traveling through Difficult Terrain reduces you to only three-quarters your travel Speed instead of half, and traveling through greater difficult terrain reduces your travel Speed to only half your travel Speed instead of one-third.

Show the way does not prevent you from falling into traps or encountering other artificial obstacles and hazards.

Heightened (6th) For the purpose of long-distance overland travel during exploration mode, traveling through difficult terrain doesn’t reduce your travel Speed at all, and traveling through greater difficult terrain reduces your travel Speed to only three-quarters of its normal value instead of one-third.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Shrink

29th July 2020 at 10:39pm
Arcane Concentrate Manipulate Polymorph Primal Somatic Spell Transmutation Verbal

Level2
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 Willing creature
Save
Duration5 minutes
Domain

You warp space to make a creature smaller.

The target shrinks to become Tiny in size.

Its equipment shrinks with it but returns to its original size if removed.

The creature’s reach changes to 0 feet.

This spell has no effect on a Tiny creature.

Heightened (6th) The spell can target up to 10 creatures.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Shrink Item

29th July 2020 at 11:31pm
Arcane Concentrate Manipulate Polymorph Somatic Spell Transmutation Verbal

Level3
Components Somatic Verbal
Cast Time10 minutes
RangeTouch
Area
Target1 non-magical object up to 20 cubic feet in volume and up to 80 Bulk
Save
Duration1 day
Domain

You shrink the target to roughly the size of a coin. This reduces it to negligible Bulk.

You can Dismiss the spell, and the spell ends if you toss the object onto a solid surface.

The object can’t be used to attack or cause damage during the process of it returning to normal size.

If there isn’t room for the object to return to normal size when the spell ends, the spell’s duration continues until the object is in a location large enough to accommodate its normal size.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Sickened

20th July 2020 at 10:38pm
Condition

You feel ill.

Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.

You can’t willingly ingest anything—including elixirs and potions—while sickened.

You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Sigil

29th July 2020 at 11:32pm
Arcane Cantrip Concentrate Divine Manipulate Occult Primal Somatic Spell Transmutation Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature or object
Save
DurationVaries
Domain

You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object.

The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target.

The mark can be scrubbed or scraped off with 5 minutes of work. If it’s on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.

Heighten LevelFade Time
11 week
31 month
51 year
7Unlimited
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Sign Language

2nd July 2020 at 4:06pm
Feat General Skill

Prerequisites Trained in Society.

You learn the sign languages associated with the languages you know, allowing you to sign and understand signs.

Sign languages typically require both hands to convey more complex concepts, and they are Visual rather than Auditory.

Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target.

Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.

Feat Type Skill
Level1
Skill Society
RequirementT
Requires

Silence

6th August 2020 at 7:35pm
Concentrate Divine Illusion Manipulate Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 Willing creature
Save
Duration1 minute
Domain

The target makes no sound, preventing creatures from noticing it using hearing or other senses alone.

The target can’t use Sonic attacks, nor can it use actions with the Auditory trait.

This prevents it from casting spells that include Verbal components.

Heightened (4th) The spell effect emanates from the touched creature, silencing all sound in or passing through a 10-foot radius and preventing any auditory and sonic effects in the affected area. While within the radius, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example).

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.

Silver's Refrain

6th August 2020 at 6:18pm
Abjuration Bard Cantrip Composition Concentrate Focus Spell Rare Spell Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range
Area60 foot Emanation
Target
Save
Duration1 round
Domain

Weapon and unarmed attacks by allies in the area are treated as Silver.

In addition, this spell automatically attempts to Counteract any Dimension Door cast by a Devil within the area or cast by a devil attempting to enter the area using dimension door. If a devil attempts to enter the area using dimension door and the spell is counteracted, the devil remains where it started.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
RareYou can't gain this unless a plot gives it to you.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Skill

2nd July 2020 at 3:31pm

The following are skills and their governing abilities:

SkillGoverning Ability
AcrobaticsDexterity
ArcanaIntelligence
AthleticsStrength
Biographical Eye
CraftingIntelligence
DeceptionCharisma
DiplomacyCharisma
Inoculation
IntimidationCharisma
LoreIntelligence
MedicineWisdom
NatureWisdom
OccultismIntelligence
PerformanceCharisma
ReligionWisdom
SocietyIntelligence
StealthDexterity
SurvivalWisdom
ThieveryDexterity

The Skill trait is also used to indicate Skill Feats, which are as follows:

Skill FeatSkill
Acrobatic PerformerAcrobatics
Additional LoreLore
Advanced First AidMedicine
Aerobatics MasteryAcrobatics
Alchemical CraftingCrafting
Arcane SenseArcana
Armor AssistAthletics [[Warfare Lore]]
Armored StealthStealth
Assurance
Assured IdentificationArcana Nature Occultism Religion
Automatic Knowledge
Bargain HunterDiplomacy
Battle CryIntimidation
Battle MedicineMedicine
Battle Planner[[Warfare Lore]]
Battle PrayerReligion
Bizarre MagicOccultism
Bless TonicCrafting
Bless ToxinCrafting
Bon MotDiplomacy
Bonded AnimalNature
Cat FallAcrobatics
CharlatanDeception
Charming LiarDiplomacy
Cloud JumpAthletics
Combat ClimberAthletics
Concealing LegerdemainThievery
ConfabulatorDeception
ConnectionsSociety
Consult the SpiritsNature Occultism Religion
Continual RecoveryMedicine
Courtly GracesSociety
Craft AnythingCrafting
Crafter's AppraisalCrafting
Criminal ConnectionsSociety Streetwise
Deceptive WorshipOccultism
Discreet InquiryDeception Diplomacy
Distracting PerformancePerformance
Disturbing KnowledgeOccultism
Divine GuidanceReligion
DoublespeakDeception
Dubious Knowledge
Environmental GraceSurvival
EvangelizeDiplomacy
Exhort the FaithfulReligion
Expeditious SearchPerception
Experienced ProfessionalLore
Experienced SmugglerStealth
Experienced TrackerSurvival
Express Rider
Eye for NumbersSociety
Eye of the ArclordsArcana
Fascinating PerformancePerformance
Foil SensesStealth
ForagerSurvival
Forensic AcumenMedicine
Glad-HandDiplomacy
Glean ContentsSociety
Godless HealingMedicine
Group CoercionIntimidation
Group ImpressionDiplomacy
Hefty HaulerAthletics
HobnobberDiplomacy
Impeccable CraftingCrafting
Impressive PerformancePerformance
Improvise ToolCrafting
Influence NatureNature
Intimidating GlareIntimidation
Intimidating ProwessIntimidation
InventorCrafting
Kip UpAcrobatics
Lasting CoercionIntimidation
Lead ClimberAthletics
Legendary CodebreakerSociety
Legendary GuideSurvival
Legendary LinguistSociety
Legendary MedicMedicine
Legendary NegotiationDiplomacy
Legendary PerformerPerformance
Legendary ProfessionalLore
Legendary SneakStealth
Legendary SurvivalistSurvival
Legendary ThiefThievery
Lengthy DiversionDeception
Lie to MeDeception
Magical CraftingCrafting
Magical ShorthandArcana Nature Occultism Religion
Mortal HealingMedicine
MultilingualSociety
Natural MedicineNature
Nimble CrawlAcrobatics
No Cause for AlarmDiplomacy
Oddity IdentificationOccultism
PickpocketThievery
Pilgrim's TokenReligion
Planar SurvivalSurvival
Powerful LeapAthletics
Quick ClimbAthletics
Quick CoercionIntimidation
Quick ContactsSociety
Quick DisguiseDeception
Quick IdentificationArcana Nature Occultism Religion
Quick JumpAthletics
Quick RecognitionArcana Nature Occultism Religion
Quick RepairCrafting
Quick SqueezeAcrobatics
Quick SwimAthletics
Quick UnlockThievery
Quiet AlliesStealth
Rapid AffixtureCrafting
Rapid MantelAthletics
Read LipsSociety
Recognize SpellArcana Nature Occultism Religion
Reveal MachinationsDeception
Risky SurgeryMedicine
Robust RecoveryMedicine
Root MagicOccultism
Sacred DefenseReligion
Scare to DeathIntimidation
Schooled in SecretsOccultism
SeasonedCrafting Lore
Secret Speech
Shadow MarkStealth
Shameless RequestDiplomacy
Sign LanguageSociety
Skill Training
Slippery SecretsDeception
Snare CraftingCrafting
Specialty Crafting
Steady BalanceAcrobatics
StreetwiseSociety
Student of the CanonReligion
Subtle TheftThievery
Survey WildlifeSurvival
Swift SneakStealth
Terrain ExpertiseSurvival
Terrain StalkerStealth
Terrified RetreatIntimidation
Terrifying ResistanceIntimidation
Titan WrestlerAthletics
Train Animal
Trick Magic ItemArcana Nature Occultism Religion
Tweak AppearancesCrafting
Underground NetworkSociety
Underwater MarauderAthletics
Unified TheoryArcana
Unmistakable LoreLore
Virtuosic PerformerPerformance
Wall JumpAthletics
Ward MedicMedicine
Wary DisarmamentThievery
Water SprintAthletics

Skill Training

2nd July 2020 at 4:07pm
Feat General Skill

Prerequisites Intelligence 12.

You become trained in the skill of your choice.

You can select this feat multiple times, choosing a new skill to become trained in each time.

Feat Type Skill
Level1
Skill
Requirement
Requires

SkillActionList

12th July 2020 at 5:03pm

Actions for this skill:

SkillFeatList

30th July 2020 at 12:58pm

Feats for this skill:

SkillProficiencyLongName

12th July 2020 at 5:12pm
U:Untrained
T:Trained
E:Expert
M:Master
L:Legendary

Skitter

30th July 2020 at 1:28pm
Feat General

Prerequisites Dexterity 16, Fleet.

You can scoot swiftly across the ground.

You can Crawl up to half your Speed.

Feat Type General
Level3
RequiresFleet

Skyborn Tengu

1st August 2020 at 10:53pm
Heritage Tengu

You take no damage from Falling, regardless of the distance you fall.

Sleep

29th July 2020 at 11:41pm
Arcane Concentrate Enchantment Incapacitation Manipulate Mental Occult Sleep Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area5 foot Burst
Target
Save Will
Duration
Domain

Each creature in the area becomes drowsy and might fall asleep.

A creature that falls Unconscious from this spell doesn’t fall Prone or release what it’s holding.

This spell doesn’t prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes a –1 status penalty to Perception checks for 1 round.
FailureThe creature falls Unconscious. If it’s still unconscious after 1 minute, it wakes up automatically.
Critical FailureThe creature falls unconscious. If it’s still unconscious after 1 hour, it wakes up automatically.

Heightened (4th) The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone and release what they’re holding, and they can’t attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Sleepless Suns Star

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Agents of Edgewatch Player's Guide.

Stat ChoicesCharisma Wisdom
SkillSociety
Lore
FeatMultilingual

Slippery Secrets

25th July 2020 at 3:13pm
Feat General Skill

Prerequisites Master in Deception.

You elude and evade attempts to uncover your true nature or intentions.

When a spell or magical effect tries to read your mind, detect whether you are lying, or reveal your alignment, you can attempt a Deception check against the spell or effect’s DC. If you succeed, the effect reveals nothing.

Feat Type Skill
Level7
Skill Deception
RequirementM
Requires

Slough Skin

3rd August 2020 at 12:23am
Arcane Concentrate Manipulate Necromancy Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 hour
Domain

You continually and harmlessly slough off the top layer of your skin while new skin regenerates immediately, quickly moving damaging substances away from your body.

The flat check to remove Persistent Damage from effects that coat your skin (such as most persistent Acid damage) is reduced to 5, and you gain a +2 status bonus to your initial save against contact poison (but not to further saves, since by that point, the toxin has already entered your system).

If you’re suffering from an effect other than persistent damage that depends on continuous contact with your skin, if that effect allows a saving throw, you receive a new saving throw against that effect at the end of each turn when you attempt your flat checks against persistent damage, and you also receive a +2 status bonus to those saving throws.

While affected by this spell, your continually shedding skin makes you much easier to Track. Anyone Tracking you gains a +2 circumstance bonus to do so, and you cannot Hide Your Tracks.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Slow

29th July 2020 at 11:46pm
Arcane Concentrate Manipulate Occult Primal Somatic Spell Transmutation Verbal

Level3
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Fortitude
Duration1 minute
Domain

You dilate the flow of time around the target, slowing its actions.

They make a Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target is Slowed 1 for 1 round.
FailureThe target is Slowed 1 for 1 minute.
Critical FailureThe target is Slowed 2 for 1 minute.

Heightened (6th) You can target up to 10 creatures.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Slowed

26th June 2020 at 9:24pm
Condition

You have fewer actions.

Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value.

Because slowed has its effect at the start of your turn, you don’t immediately lose actions if you become slowed during your turn.

If you are both Stunned and slowed, actions lost to the Stunned condition also count against those lost to the Slowed condition in the turn in which you recover from being Stunned.

Flesh to StoneSlowedA creature slowed to 0 actions by this spell turns to stone permanently.

Smoke Bomb

23rd July 2020 at 8:00pm
Action Additive Alchemist Class Feat Free

Frequency Once per round.

Additive 1.

Trigger You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level.

You cause the bomb to create a cloud of thick smoke, in addition to its normal effects.

When thrown, the bomb creates a cloud of smoke in a 10-foot-radius burst. You choose which corner of the target’s space (or the space in which the bomb lands) the cloud is centered on.

Creatures within that area have the Concealed condition, and all other creatures are concealed to them.

The smoke lasts for 1 minute or until dissipated by a strong wind.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level2
Requires
ClassAlchemist
AdditiveOne per alchemy item, increases item level by the given amount.

Snare Crafting

26th July 2020 at 1:30am
Feat General Skill

Prerequisites Trained in Crafting.

You can use the Craft activity to create Snares. When you select this feat, you add the formulas for four common snares to your formula book.

Feat Type Skill
Level1
Skill Crafting
RequirementT
Requires

Sneak

25th July 2020 at 3:51pm
Action Move Secret Untrained

You can attempt to move to another place while becoming or staying undetected.

Stride up to half your Speed. (You can use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed.)

If you’re Undetected by a creature and it’s impossible for that creature to observe you (for a typical creature, this includes when you’re Invisible, the observer is Blinded, or you’re in darkness and the creature can’t see in darkness), for any critical failure you roll on a check to Sneak, you get a failure instead. You also continue to be undetected if you lose Cover or Greater Cover against or are no longer Concealed from such a creature.

At the end of your movement, the GM rolls your Stealth check in secret and compares the result to the Perception DC of each creature you were hidden from or undetected by at the start of your movement.

If you have cover or greater cover from the creature throughout your Stride, you gain the +2 circumstance bonus from cover (or +4 from greater cover) to your Stealth check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply.

You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature.

You can't use Concealment granted by Blur to sneak.

Critical Success
SuccessYou’re undetected by the creature during your movement and remain undetected by the creature at the end of it. You become observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a creature, the creature remains Flat-Footed against that attack, and you then become Observed. If you do anything else, you become observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive action without being noticed, possibly requiring another Stealth check. If you speak or make a deliberate loud noise, you become Hidden instead of undetected. If a creature uses Seek and you become Hidden to it as a result, you must Sneak if you want to become undetected by that creature again.
FailureA telltale sound or other sign gives your position away, though you still remain unseen. You’re Hidden from the creature throughout your movement and remain so.
Critical FailureYou’re spotted! You’re Observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.
Actions 1
Time
Free Hands
SkillStealth 
DefensePerception
Tool
Sub-actions
SecretThe GM makes the roll for this in secret.
Foil SensesSneakAlways allowing for special senses.
Legendary SneakSneakYou don't need cover or concealment.
Swift SneakSneakCan move full speed.
Take CoverSneakCan give a +4 circumstance bonus.
Terrain StalkerSneakCan sneak without a check in your preferred terrain.
StealthSneak
Armored StealthStealthReduce armor penalty or quiet Noisy armor.
CoverStealthGives +2/+4 circumstance to checks to avoid detection.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
DexterityStealthKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Face in the CrowdStealth+2 status in a crowd.
ImmobilizedMoveCan't move.

Sneak Attack

27th June 2020 at 9:12pm
Ability

When the user Strikes a creature that has the Flat-Footed condition with an Agile or Finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, they also deals the listed Precision damage.

For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Snowball

4th August 2020 at 9:57pm
Arcane Attack Cold Concentrate Evocation Manipulate Primal Somatic Spell Verbal Water

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
Duration
Domain

You throw a magically propelled and chilled ball of dense snow.

The target takes 2d4 cold damage and potentially other effects, depending on the result of your spell attack roll.

Heightened (+1) The damage increases by 2d4.

Critical SuccessThe target takes double damage and a –10-foot status penalty to its Speeds for 1 round.
SuccessThe target takes full damage and a –5-foot status penalty to its Speeds for 1 round.
FailureNo effect.
Critical Failure
ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
ChromaWall14ColdStopped by Yellow wall.

Society

20th July 2020 at 11:03pm
Skill

Key Ability Intelligence.

You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that knowledge to navigate the complex physical, societal, and economic workings of settlements.

Actions for this skill:

Feats for this skill:

IntelligenceSocietyKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Sodbuster

6th August 2020 at 5:30pm
Ancestry Feat Shoony

Years toiling in soil have made you an expert digger.

You gain a burrow Speed of 10 feet through loose soil or dirt.

Feat Type Ancestry
AncestryShoony
Level9
RequiresDig Quickly

Sodden Scavenger

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Wisdom
SkillSurvival
LoreSwamp
FeatForager

Solid Fog

29th July 2020 at 11:47pm
Arcane Concentrate Conjuration Manipulate Material Primal Somatic Spell Verbal Water

Level4
Components Somatic Verbal Material
Cast Time
Range120 feet
Area20 foot Burst
Target
Save
Duration1 minute
Domain

You conjure a bank of fog so thick it impedes movement as well as sight.

This functions as Obscuring Mist except that the area is also Difficult Terrain.

You can Dismiss the spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Somatic

30th July 2020 at 1:37pm

A somatic component is a specific hand movement or gesture that generates a magical nexus.

Somatic components, such as twisting your hand in a complex gesture, shape magical energy into directed forms. While verbal components bring forward powerful forces, somatic components compel those forces to obey the spellcaster’s wishes. Spells that have only somatic components typically have a physical effect or require touching a creature.

The spell gains the Manipulate trait and requires you to make gestures.

You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.

Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it’s through a glove or gauntlet).

If you’re a Bard Casting a Spell from the Occult tradition while holding a musical instrument, you can can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don’t need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.

Song of Marching

3rd August 2020 at 7:22pm
Bard Cantrip Composition Concentrate Enchantment Mental Spell Uncommon Verbal

Level3
Components Verbal
Cast Time
Range
Area60 foot Emanation
Target
Save
DurationSustained up to 1 hour
Domain

You maintain a brisk performance that keeps allies on the move.

You and your allies in the area can Hustle for the spell’s duration, even though you are also Sustaining the Spell.

You and your allies then become temporarily immune for 1 day.

Heightened (6th) You can Sustain the Spell for up to 2 hours.

Heightened (9th) You can Sustain the Spell for up to 4 hours.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Song of Strength

6th August 2020 at 11:34pm
Bard Cantrip Composition Concentrate Emotion Enchantment Mental Spell Uncommon Verbal

Level1
Components Verbal
Cast Time
Range
Area60 foot Emanation
Target
Save
Duration1 round
Domain

You bolster your allies’ physical strength with a hearty exhortation.

You and your allies gain a +1 status bonus to Athletics checks and to their DCs against Athletics skill actions such as Disarm, Shove, and Trip.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Inspire HeroicsSong of StrengthPerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Soothe

29th July 2020 at 11:49pm
Concentrate Emotion Enchantment Healing Manipulate Mental Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 Willing living creature
Save
Duration1 minute
Domain

You grace the target’s mind, boosting its mental defenses and healing its wounds.

The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against Mental effects for the duration.

Heightened (+1) The amount of healing increases by 1d10+4.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Soothing Ballad

3rd August 2020 at 7:10pm
Bard Composition Concentrate Emotion Enchantment Focus Spell Healing Manipulate Mental Somatic Spell Uncommon Verbal

Level7
Components Somatic Verbal 1 Focus Point
Cast Time
Range30 feet
Area
TargetYou and up to 9 allies
Save
Duration
Domain

You draw upon your muse to soothe your allies.

Choose one of the following three effects:

  • The spell attempts to Counteract Fear effects on the targets.
  • The spell attempts to counteract effects imposing Paralysis on the targets.
  • The spell restores 7d8 Hit Points to the targets.

Heightened (+1) When used to heal, soothing ballad restores 1d8 more Hit Points.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Soothing Words

6th August 2020 at 6:56pm
Cleric Concentrate Emotion Enchantment Focus Spell Mental Spell Uncommon Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 ally
Save
Duration1 round
DomainFamily

You attempt to calm the target by uttering soothing words in a calm and even tone. They do not need to be able to hear or understand you.

The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against Emotion effects.

In addition, when you Cast this Spell, you can attempt to Counteract one emotion effect on the target.

Heightened (5th) The bonus to saves increases to +2, or +3 against emotion effects.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Sorrow

4th August 2020 at 9:31pm
Domain

You have a painful connection to melancholy and sadness.

Basic Domain Spell:

Advanced Domain Spell:

Soul

4th August 2020 at 9:32pm
Domain

You wield power over the spiritual.

Basic Domain Spell:

Advanced Domain Spell:

Sound Burst

1st August 2020 at 4:17pm
Concentrate Divine Evocation Manipulate Occult Somatic Sonic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range30 feet
Area10 foot Burst
Target
Save Fortitude
Duration
Domain

A cacophonous noise blasts out, dealing 2d10 Sonic damage.

Each creature must attempt a Fortitude save.

Critical SuccessThe creature is unaffected.
SuccessThe creature takes half damage.
FailureThe creature takes full damage and is Deafened for 1 round.
Critical FailureThe creature takes double damage and is Deafened for 1 minute and Stunned 1.

Heightened (+1) The damage increases by 1d10.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14SonicStopped by Yellow wall.
SilenceSonicCan't use attacks in affected area.

SpacedListMacro

1st August 2020 at 8:14pm
$:/tags/Macro

Speak Quivering Word

6th August 2020 at 9:53pm
Action Auditory Concentrate Implied

Implied by Quivering Palm.

If you hit and the target is alive, anytime during the duration, you can spend a single action, which has the Auditory and Concentrate traits, to speak a word of death that could instantly slay it.

Actions 1
Time
Free Hands
Skill
DefenseFortitude
Tool
Sub-actions
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.

Speak With Animals

29th July 2020 at 11:53pm
Concentrate Divination Manipulate Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes
Domain

You can ask questions of, receive answers from, and use the Diplomacy skill with animals.

The spell doesn’t make them more friendly than normal.

Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Speak With Plants

29th July 2020 at 11:54pm
Concentrate Divination Manipulate Plant Primal Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes
Domain

You can ask questions of and receive answers from plants, but the spell doesn’t make them more friendly or intelligent than normal.

Most normal plants have a distinctive view of the world around them, so they don’t recognize details about creatures or know anything about the world beyond their immediate vicinity.

Cunning plant monsters are likely to be terse and evasive, while less intelligent ones often make inane comments.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Specialty Crafting

26th July 2020 at 1:31am
Feat General Skill

Prerequisites Trained in Crafting.

Your training focused on Crafting one particular kind of item.

Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2.

If it’s unclear whether the specialty applies, the GM decides.

Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

SpecialtyApplicable Items
AlchemyAlchemical items such as elixirs (you must have the Alchemical Crafting Feat to Craft alchemical items)
ArtistryFine art, including jewelry
BlacksmithingDurable metal goods, including metal armor
BookmakingBooks and paper
GlassmakingGlass, including glassware and windows
LeatherworkingLeather goods, including leather armor
PotteryCeramic goods
ShipbuildingShips and boats
StonemasonryStone goods and structures
TailoringClothing
WeavingTextiles, baskets, and rugs
WoodworkingWooden goods and structures
Feat Type Skill
Level1
Skill
Requirement
Requires
Impeccable CraftingSpecialty CraftingPromotes hits to crits when crafting specialites.

Spectral Hand

29th July 2020 at 11:56pm
Arcane Concentrate Manipulate Necromancy Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target
Save
Duration1 minute
Domain

You create a semicorporeal hand out of your essence that delivers Touch spells for you.

Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. (This does not mean that the hand takes the Crawl action.)

When making a melee spell attack with the hand, you use your normal bonuses.

The hand can move as far as it needs to within range.

The hand has your AC and saves, but any damage to the hand destroys it and causes you to take 1d6 damage.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Spell

7th August 2020 at 7:46pm
Rule

Spells are magical effects.

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Show: , or only

SpellLevelArcaneDivineOccultPrimalFocus
Aberrant Whispers3
Abundant Step4
Abyssal Plague5
Abyssal Wrath5
Acid Arrow2
Acid Splash1
Acid Storm5
Acidic Burst1
Aerial Form4
Agile Feet1
Agitate1
Agonizing Despair3
Air Bubble1
Air Walk4
Alarm1
Allegro7
Alter Reality10
Anathematic Reprisal4
Ancestral Memories1
Angelic Halo1
Angelic Wings3
Animal Form2
Animal Messenger2
Animal Vision3
Animate Dead1
Animate Rope1
Animated Assault2
Animus Mine2
Ant Haul1
Anticipate Peril1
Antimagic Field8
Appearance of Wealth1
Aqueous Orb3
Arcane Countermeasure5
Artistic Flourish4
Athletic Rush1
Augury2
Avatar10
Baleful Polymorph6
Bane1
Banishment5
Barkskin2
Befuddle1
Bestial Curse4
Bind Soul9
Bind Undead3
Bit of Luck1
Black Tentacles5
Blade Barrier6
Blanket of Stars6
Bless1
Blind Ambition1
Blinding Fury6
Blink4
Blister5
Blistering Invective2
Blur2
Brand the Impenitent2
Breath of Life5
Burning Hands1
Calm Emotions2
Captivating Adoration4
Cataclysm10
Celestal Brand5
Chain Lightning6
Chameleon Coat5
Champion's Sacrifice6
Charitable Urge2
Charm1
Charming Touch1
Chill Touch1
Chilling Darkness3
Chilling Spray1
Chroma Leach4
Chromatic Wall5
Circle of Protection3
Clairaudience3
Clairvoyance4
Cloak of Colors5
Cloak of Shadow1
Cloudkill5
Collective Transposition6
Color Spray1
Command1
Commanding Lash4
Competitive Edge4
Comprehend Language2
Cone of Cold5
Confusion4
Contingency7
Continual Flame2
Control Water5
Counter Performance1
Countless Eyes4
Cozy Cabin3
Crashing Wave3
Create Food2
Create Water1
Creation (Spell)4
Crisis of Faith3
Crusade9
Crushing Despair5
Cry of Destruction1
Cup of Dust3
Curse of Lost Time3
Dancing Lights1
Darkened Eyes4
Darkness (Spell)2
Darkvision2
Daze1
Dazzing Flash1
Deafness2
Death Knell2
Death Ward5
Death's Call1
Deja Vu1
Delusional Pride4
Destructive Aura4
Detect Alignment1
Detect Magic1
Detect Poison1
Detect Scrying4
Diabolic Edict1
Dimension Door4
Dimensional Anchor4
Dimensional Lock7
Dinosaur Form4
Dirge of Doom3
Disappearance8
Discern Lies4
Discern Location8
Disintegrate6
Disjunction9
Dismantle2
Dispel Magic2
Disperse into Air4
Disrupt Undead1
Disrupting Weapons1
Divine Aura8
Divine Decree7
Divine Inspiration8
Divine Lance1
Divine Vessel7
Divine Wrath4
Dominate6
Downpour4
Dragon Breath3
Dragon Claws1
Dragon Form6
Dragon Wings5
Drain Life3
Dream Council8
Dream Message3
Dreamer's Call4
Dreaming Potential5
Drop Dead5
Dull Ambition4
Duplicate Foe7
Earthbind3
Earthquake8
Eclipse Burst7
Electric Arc1
Elemental Burst5
Elemental Form5
Elemental Motion3
Elemental Toss
Embrace the Pit3
Empty Body9
Endure1
Endure Elements2
Enduring Might4
Energy Aegis7
Enervation4
Enhance Victuals2
Enlarge2
Entangle2
Enthrall3
Eradicate Undeath4
Ethereal Jaunt7
Exchange Image1
Expeditious Excavation2
Extend Spell3
Fabricated Truth10
Face in the Crowd1
Faerie Dust1
Faerie Fire2
False Life2
False Vision5
Familiar's Face3
Fatal Aria10
Fear1
Feast of Ashes2
Feather Fall1
Feeblemind6
Feet to Fins3
Fey Disappearance3
Field of Life6
Fiery Body7
Final Sacrifice2
Finger of Death7
Fire Ray1
Fire Seeds6
Fire Shield4
Fireball3
Flame Barrier4
Flame Strike5
Flaming Sphere2
Fleet Step1
Flesh to Stone6
Floating Disk1
Fly (Spell)4
Forbidding Ward1
Force Cage7
Forced Quiet1
Foresight9
Forgotten Lines4
Freedom of Movement4
Fungal Hyphae2
Fungal Infestation2
Gaseous Form4
Gentle Repose2
Ghost Sound1
Ghostly Tragedy4
Ghostly Weapon3
Ghoulish Cravings2
Glibness4
Glimpse the Truth4
Glitterdust2
Globe of Invulnerability4
Glyph of Warding3
Goblin Pox1
Goodberry1
Gravity Well3
Grease1
Grim Tendrils1
Grisly Growths5
Gust of Wind1
Hallucination5
Hallucinatory Terrain4
Harm1
Haste3
Heal1
Heal Animal1
Healer's Blessing1
Heat Metal2
Hero's Defiance10
Heroism3
Hideous Laughter2
Holy Cascade4
Horrid Wilting8
House of Imaginary Walls5
Humanoid Form2
Hurtling Stone1
Hydraulic Torrent4
Hymn of Healing1
Hypercognition3
Hypnotic Pattern3
Ice Storm4
Ill Omen1
Illusory Creature2
Illusory Disguise1
Illusory Object1
Impaling Briars8
Impaling Spike5
Implosion9
Imprint Message1
Indestructibility10
Insect Form3
Inspire Competence1
Inspire Courage1
Inspire Defense2
Inspire Heroics4
Invisibility2
Invisibility Sphere3
Invisible Item1
Iron Gut2
Item Facade1
Join Pasts1
Jump1
Ki Blast3
Ki Rush1
Ki Strike1
Knock2
Know Direction1
Know the Enemy4
Lay on Hands1
Levitate3
Liberating Command1
Light1
Lightning Bolt3
Lightning Storm5
Lingering Composition1
Litany Against Sloth5
Litany Against Wrath3
Litany of Depravity7
Litany of Righteousness7
Litany of Self-Interest7
Localized Quake4
Locate3
Lock1
Longstrider1
Loremaster's Etude1
Lucky Break4
Mad Monkeys3
Mage Armor1
Mage Hand1
Magic Aura1
Magic Fang1
Magic Missile1
Magic Mouth2
Magic Stone1
Magic Weapon1
Magic's Vessel1
Magnificent Mansion7
Malignant Sustenance4
Mariner's Curse5
Mask of Terror7
Massacre9
Maze8
Meld into Stone3
Mending1
Message1
Message Rune1
Meteor Swarm9
Mind Blank8
Mind Probe5
Mind Reading3
Mindlink1
Miracle10
Mirror Image2
Misdirection2
Mislead6
Modify Memory4
Moment of Renewal8
Monstrosity Form8
Moon Frenzy5
Moonbeam1
Mystic Beacon4
Nature Incarnate10
Nature's Bounty4
Nature's Enmity9
Negate Aroma1
Nightmare4
Nondetection3
Noxious Vapors1
Object Reading1
Obscuring Mist2
Ode to Ouroborus5
Outcast's Curse4
Overstuff1
Overwhelming Presence9
Paranoia2
Pass Without Trace1
Passwall5
Penumbral Shroud1
Perfected Form4
Perfected Mind1
Pest Form1
Pet Cache1
Phantasmal Calamity6
Phantasmal Killer4
Phantasmal Treasure2
Phantom Pain1
Phantom Steed2
Pied Piping10
Plane Shift7
Plant Form5
Polar Ray8
Positive Luminance4
Possession (Spell)7
Power Word Blind7
Power Word Kill9
Power Word Stun8
Precious Metals4
Prestigitation1
Primal Herd10
Primal Phenomenon10
Primal Summons6
Prismatic Sphere9
Prismatic Spray7
Prismatic Wall8
Private Sanctum4
Produce Flame1
Project Image7
Protection (Spell)1
Protector's Sacrifice1
Protector's Sphere4
Prying Eye5
Pulse of the City4
Pummeling Rubble1
Punishing Winds8
Purify Food and Drink1
Purple Worm Sting6
Pushing Gust1
Quench2
Quivering Palm8
Raise Dead6
Ray of Enfeeblement1
Ray of Frost1
Read Aura1
Read Fate1
Read Omens4
Reaper's Lantern2
Rebuke Death4
Reflective Scales4
Regenerate7
Remake10
Remove Curse4
Remove Disease3
Remove Fear2
Remove Paralysis2
Repulsion6
Resilient Sphere4
Resist Energy2
Resplendent Mansion9
Restoration2
Restore Senses2
Retributive Pain4
Retrocognition7
Reverse Gravity7
Revival10
Righteous Might6
Rope Trick4
Rusting Grasp4
Safe Passage3
Safeguard Secret4
Sanctified Ground3
Sanctuary1
Savor the Sting1
Scholarly Recollection1
Scintillating Pattern8
Scintillating Safeguard6
Scrying6
Sculpt Sound3
Seal Fate4
Searing Light3
Secret Chest5
Secret Page3
See Invisibility2
Sending5
Shadow Blast5
Shadow Siphon5
Shadow Walk5
Shape Stone4
Shape Wood2
Shapechange9
Share Lore1
Shared Nightmare4
Shatter2
Shattering Gem1
Shield1
Shield Other2
Shifting Sand3
Shillelagh1
Shocking Grasp1
Shockwave1
Show the Way3
Shrink2
Shrink Item3
Sigil1
Silence2
Silver's Refrain1
Sleep1
Slough Skin2
Slow3
Snowball1
Solid Fog4
Song of Marching3
Song of Strength1
Soothe1
Soothing Ballad7
Soothing Words1
Sound Burst2
Speak With Animals2
Speak With Plants4
Spectral Hand2
Spell Immunity4
Spell Turning7
SpellFieldTemplate
SpellFieldTemplateFocus
Spellwrack6
Spider Climb2
Spider Sting1
Spike Stones4
Spirit Blast6
Spirit Link1
Spirit Sense2
Spirit Song8
Spiritual Anamnesis4
Spiritual Epidemic8
Spiritual Guardian5
Spiritual Weapon2
Splash of Art1
Stabilize1
Status2
Stinking Cloud3
Stone Tell6
Stone to Flesh6
Stoneskin4
Storm Lord9
Storm of Vengeance9
Stormwind Flight4
Strange Geometry5
Subconscious Suggestion5
Sudden Blight2
Sudden Shift1
Suggestion4
Summon Animal1
Summon Celestial5
Summon Construct1
Summon Dragon5
Summon Elemental2
Summon Entity5
Summon Fey5
Summon Fiend5
Summon Giant5
Summon Instrument1
Summon Plant or Fungus1
Sunburst7
Sweet Dream1
Symphony of the Unfettered Heart5
Synaptic Pulse5
Synesthesia5
Take its Course4
Talking Corpse4
Tanglefoot1
Tangling Creepers6
Telekinetic Haul5
Telekinetic Maneuver2
Telekinetic Projectile1
Telepathic Bond5
Telepathic Demand9
Telepathy (Spell)4
Teleport6
Tempest Surge1
Temporary Tool1
Tempt Fate4
Tether1
Thoughtful Gift1
Threefold Aspect3
Tidal Surge1
Time Beacon7
Time Stop10
Tongues5
Touch of Corruption1
Touch of Idiocy2
Touch of Obedience1
Touch of the Moon4
Touch of Undeath1
Transmute Rock and Mud5
Traveler's Transit4
Tree Shape2
Tree Stride5
Trickster's Twin4
Triple Time2
True Seeing6
True Strike1
True Target7
Uncontrollable Dance8
Undetectable Alignment2
Unfathomable Song9
Unfettered Pack7
Unimpeded Stride1
Unity4
Unrelenting Observation8
Unseen Servant1
Vampiric Exsanguination6
Vampiric Maiden4
Vampiric Touch3
Veil4
Veil of Confidence1
Ventriloquism1
Vibrant Pattern6
Vibrant Thorns1
Visions of Danger7
Vital Beacon4
Volcanic Eruption7
Vomit Swarm2
Wail of the Banshee9
Waking Nightmare1
Wall of Fire4
Wall of Flesh5
Wall of Force6
Wall of Ice5
Wall of Stone5
Wall of Thorns3
Wall of Wind3
Warp Mind7
Water Breathing2
Water Walk2
Weapon of Judgment9
Weapon Storm4
Weapon Surge1
Web2
Weird9
Whirling Scarves3
Wholeness of Body2
Wild Morph1
Wild Shape1
Wild Winds Stance4
Wind Jump5
Wind Walk8
Wish10
Word of Freedom4
Word of Truth1
Zeal for Battle4
Zealous Conviction6
Zone of Truth3

StupefiedSpellRisk of casting disruption on flat check.

Spell Blending

11th July 2020 at 7:22pm
Splat

You theorize that spell slots are a shorthand for an underlying energy that powers all spellcasting, and you’ve found a way to tinker with the hierarchy of spell slots, combining them to fuel more powerful spells.

When you make your daily preparations, you can trade two spell slots of the same level for a bonus spell slot of up to 2 levels higher than the traded spell slots.

You can exchange as many spell slots as you have available.

Bonus spell slots must be of a level you can normally cast, and each bonus spell slot must be of a different spell level.

You can also trade any spell slot for two additional cantrips, though you cannot trade more than one spell slot at a time for additional cantrips in this way.

Spell Immunity

29th July 2020 at 11:57pm
Abjuration Arcane Concentrate Divine Manipulate Occult Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration24 hours
Domain

You ward a creature against the effects of a single spell.

Choose a spell and name it aloud as part of the verbal component.

Spell immunity attempts to Counteract that spell whenever spell immunity’s target is the target of the named spell or in that spell’s area.

Successfully counteracting a spell that targets an area or multiple targets with spell immunity negates the effects only for the target affected by spell immunity.

Note that the target does not have to be willing, so you could name a healing spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Spell Substitution

11th July 2020 at 7:22pm
Splat

You don’t accept the fact that once spells are prepared, they can’t be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared.

You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place.

If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.

Spell Turning

30th July 2020 at 8:14pm
Abjuration Arcane Concentrate Manipulate Somatic Spell Uncommon Verbal

Level7
Components Somatic Verbal
Cast Time1 hour
Range
Area
Target
Save
Duration
Domain

This abjuration reflects spells cast at you back at their caster.

When a spell targets you, you can spend a reaction to attempt to reflect it.

This uses the rules for Counteract the spell, but if the spell is successfully counteracted, the effect is turned back on the caster.

Whether or not the counteract attempt is successful, spell turning then ends.

Spell turning can’t affect spells that aren’t targeted (such as area spells).

If spell turning reflects a spell back at a caster who is also under the effect of spell turning, their spell turning can attempt to reflect their own spell back at you again; if they do so, their counteract attempt automatically succeeds.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

SpellFieldTemplate

28th July 2020 at 9:23pm
Concentrate Manipulate Somatic Spell Verbal

Level
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration
Domain

Critical Success
Success
Failure
Critical Failure

Critical Success
Success
Failure
Critical Failure
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

SpellFieldTemplateFocus

6th August 2020 at 8:36pm
Concentrate Focus Spell Manipulate Somatic Spell Verbal

Level
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
Domain

Critical Success
Success
Failure
Critical Failure

Critical Success
Success
Failure
Critical Failure
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

SpellLevelToEffectLevel

22nd July 2020 at 10:19pm
1:1
2:3
3:5
4:7
5:9
6:11
7:13
8:15
9:17
10:19

SpellSaveList

1st August 2020 at 5:19pm

And to save against these spells:

SpellSummaryTable

4th August 2020 at 8:30pm

Level
Components
Cast Time
Range
Area
Target
Save
Duration
Domain

Spellwrack

30th July 2020 at 8:16pm
Abjuration Arcane Concentrate Curse Divine Force Manipulate Occult Somatic Spell Verbal

Level6
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration
Domain

You cause any spells cast on the target to spill out their energy in harmful surges.

The target must attempt a Will save.

Critical SuccessThe target is unaffected.
SuccessWhenever the target becomes affected by a spell with a duration, the target takes 2d12 persistent force damage. Each time it takes persistent force damage from spellwrack, it reduces the remaining duration of spells affecting it by 1 round. Only a successful Arcana check against your spell DC can help the target recover from the persistent damage; the curse and the persistent damage end after 1 minute.
FailureAs success, but the curse and persistent damage do not end on their own.
Critical FailureAs failure, but the persistent force damage is 4d12.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ForceStopped by Yellow wall.

Spider Climb

30th July 2020 at 8:17pm
Arcane Concentrate Manipulate Primal Somatic Spell Transmutation Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration10 minutes
Domain

Tiny clinging hairs sprout across the creature’s hands and feet, offering purchase on nearly any surface.

The target gains a climb Speed equal to its Speed.

Heightened (5th) The duration increases to 1 hour.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Spider Sting

6th August 2020 at 9:02pm
Arcane Concentrate Manipulate Necromancy Poison Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save Fortitude
Duration
Domain

You magically duplicate a spider’s venomous sting.

You deal 1d4 piercing damage to the touched creature and afflict it with spider venom.

The target must attempt a Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target takes 1d4 Poison damage.
FailureThe target is afflicted with Spider Venom at stage 1.
Critical FailureThe target is afflicted with Spider Venom at stage 2.

Spider Venom (poison); Level 1; Maximum Duration 4 rounds. Stage 1 1d4 poison damage and Enfeebled 1 (1 round); Stage 2 1d4 poison damage and Enfeebled 2 (1 round).

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Spike Stones

1st August 2020 at 7:18pm
Concentrate Conjuration Earth Manipulate Material Primal Somatic Spell Verbal

Level4
Components Somatic Verbal Material
Cast Time
Range60 feet
Area20 foot Burst
Target
Save
Duration1 hour
Domain

Long, sharp spikes of solid rock thrust up from the ground in the area.

The area becomes Difficult Terrain and Hazardous Terrain.

A creature that moves on the ground through the area takes 3 piercing damage for every square of that area it moves into.

Heightened (+1) Increase the damage by 1.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Spirit Blast

30th July 2020 at 8:20pm
Concentrate Divine Force Manipulate Necromancy Occult Somatic Spell Verbal

Level6
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Fortitude
Duration
Domain

You concentrate ethereal energy and attack a creature’s spirit, dealing 16d6 force damage with a basic Fortitude save.

Because spirit blast affects the creature’s spirit, it can damage a target projecting its consciousness (such as via Project Image) or possessing another creature even if the target’s body is elsewhere.

The possessed creature isn’t harmed by the blast.

The blast doesn’t harm creatures that have no spirit, such as Construct s.

Heightened (+1) The damage increases by 2d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ForceStopped by Yellow wall.

Spirit Instinct

6th August 2020 at 11:08pm
Barbarian Splat

Whether you are emotionally sensitive to the spirits around you; worship ancestors or apparitions; or are haunted by the specter of an ancestor, relative, friend, or foe, your rage takes the form of a spiritual possession.

Anathema Disrespecting corpses or spirits is anathema to your instinct; defending yourself against undead creatures is not.

Spirit Rage (Instinct Ability) When you are raging, you can increase your damage from Rage from 2 to 3 and deal Negative or Positive damage, instead of the normal damage type for your weapon or unarmed attack (choose each time you Rage). If you choose to deal negative or positive damage, your weapon or unarmed attack gains the effects of the Ghost Touch property rune, which makes it more effective against incorporeal creatures, and your Rage action gains the Divine and Necromancy traits, plus negative or positive, as appropriate.

Specialization Ability When using spirit rage, increase the damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the damage when using spirit rage to 13.

Raging Resistance You resist negative damage, as well as damage dealt by the attacks and abilities of undead creatures, regardless of the damage type.

ChromaWall14NegativeStopped by Yellow wall.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.

Spirit Link

30th July 2020 at 8:22pm
Concentrate Divine Healing Manipulate Necromancy Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 Willing creature
Save
Duration10 minutes
Domain

You form a spiritual link with another creature, allowing you to take in its pain.

When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that’s lower).

You lose as many Hit Points as the target regained.

This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose.

This transfer also ignores any temporary Hit Points you or the target have.

Since this effect doesn’t involve positive or negative energy, spirit link works even if you or the target is Undead .

While the duration persists, you gain no benefit from Regeneration or Fast Healing.

You can Dismiss this spell, and if you’re ever at 0 Hit Points, spirit link ends automatically.

Heightened (+1) The number of Hit Points transferred each time increases by 2.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Spirit Sense

1st August 2020 at 7:20pm
Concentrate Detection Divination Divine Manipulate Mental Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range
Area30 foot Emanation
Target
Save
Duration10 minutes
Domain

You open your mind to the metaphysical, enabling you to sense nearby spirits.

Even if you aren’t Searching, you get a check to find haunts and spirits in the area.

You gain a +1 status bonus to the following checks regarding haunts or spirits: Perception checks to Seek, attempts to Recall Knowledge, skill checks to determine the reason for their existence, and skill checks to disable a haunt.

You also gain a +1 status bonus to AC and saving throws against haunts and spirits.

Heightened (6th) The spell’s duration lasts until the next time you make your daily preparations.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Spirit Song

30th July 2020 at 8:24pm
Concentrate Force Manipulate Necromancy Occult Somatic Spell Verbal

Level8
Components Somatic Verbal
Cast Time
Range
Area60 foot Cone
Target
Save Fortitude
Duration
Domain

Your eldritch song sends pulsing waves of ethereal energy to attack creatures’ spirits in the area, dealing 18d6 Force damage with a basic Fortitude save.

Because spirit song affects creatures’ spirits, it can damage a target projecting its consciousness (such as via Project Image) or possessing another creature even if the target’s body is elsewhere.

The vibrating waves of spiritual song penetrate into, but not through, solid barriers, damaging incorporeal creatures hiding in solid objects in the area but not passing onward to damage creatures in other rooms.

Possessed creatures aren’t harmed by the song.

The song doesn’t harm creatures that have no spirit, such as Construct s.

Heightened (+1) The damage increases by 2d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ForceStopped by Yellow wall.

Spirits' Interference

23rd July 2020 at 11:26pm
Action Barbarian Class Divine Feat Instinct Necromancy Rage

You call forth protective spirits to ward off ranged attacks.

Until your rage ends, anyone making a ranged attack against you must succeed at a DC 5 flat check or the attack misses with no effect.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level6
Requires
ClassBarbarian
DivineThis spell can be identified using Religion.
RageYou have to be raging to use this.

Spiritual Anamnesis

6th August 2020 at 12:34am
Concentrate Divine Manipulate Mental Necromancy Occult Somatic Spell Uncommon Verbal

This spell has special plot requirements that are described in Age of Ashes 3: Tomorrow Must Burn.

Level4
Components Somatic Verbal
Cast Time
Range60 feet
Area
Target1 creature
Save Will
Duration
Domain

Memories of a past life that seem incredibly real (and may even be) overwhelm the target’s mind.

They must make a Will save.

This is especially disorienting for undead and creatures that have lived a previous life (such as celestials, fiends, monitors, and many other extraplanar creatures); if such creatures roll a critical success on their save, they get a success instead, and if they roll a failure, they get a critical failure instead.

Critical SuccessThe creature is unaffected.
SuccessThe creature is Slowed 1 for 1 round.
FailureThe target is slowed 1 for 1 minute and babbles about the visions, possibly providing information about what they saw.
Critical FailureAs failure, but the target is also Stunned 3.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Spiritual Epidemic

30th July 2020 at 8:27pm
Concentrate Curse Divine Manipulate Necromancy Occult Somatic Spell Verbal

Level8
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 creature
Save Will
DurationVaries
Domain

You curse the target, sapping its spirit and leaving a contagious trap in its essence.

The target must attempt a Will save.

Critical SuccessThe target is unaffected.
SuccessThe target is Enfeebled 2 and Stupefied 2 for 1 round.
FailureThe target is Enfeebled 2 and Stupefied 2 for 1 minute and Enfeebled 1 and Stupefied 1 permanently.
Critical FailureThe target is Enfeebled 3 and Stupefied 3 for 1 minute and Enfeebled 2 and Stupefied 2 permanently.

Any creature that casts a Divine or Occult spell on the target while it’s affected is targeted by spiritual epidemic and must also attempt a Will save. The curse continues to spread in this way.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Spiritual Guardian

30th July 2020 at 8:32pm
Abjuration Attack Concentrate Divine Force Manipulate Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

Requirement You have a deity.

A Medium guardian made of magical force appears and attacks foes you designate within range.

The spiritual guardian is translucent and appears to be holding your deity’s favored weapon.

When you Cast the Spell, the spiritual guardian appears in an unoccupied space next to a foe of your choice within range and makes a Strike against it.

Each time you Sustain the Spell, you can move the spiritual guardian to an unoccupied space next to a target within range (if necessary) and make a Strike with it.

The guardian uses and contributes to your multiple attack penalty.

Alternatively, when you Sustain the Spell, you can have the guardian move adjacent to an ally and protect that ally. If you do, each time the ally would take damage, the guardian takes the first 10 damage instead of your ally.

It continues to do so until you move the guardian to attack an enemy or defend a different ally, or until the guardian is destroyed (it has 50 Hit Points and can’t recover Hit Points by any means).

The guardian can’t usually take damage except when protecting an ally, though Disintegrate automatically destroys it if it hits the spiritual guardian’s AC of 25.

The guardian’s Strikes are melee spell attacks.

Regardless of the appearance of the guardian’s weapon, the guardian deals Force damage equal to 2d8 plus your spellcasting ability modifier, but you can deal damage of the type normally dealt by the weapon it holds instead of force damage.

No other traits or statistics of the weapon apply, and even a ranged weapon attacks adjacent creatures only.

Despite making a spell attack, the spiritual guardian’s weapon is a weapon for the purposes of triggers, resistances, and so forth.

The guardian takes up space and allies can use it when Flanking, but it doesn’t have any other attributes a creature would normally have aside from Hit Points, and creatures can move through its space without hindrance.

The guardian can’t make any attack other than its Strike, and feats or spells that affect weapons or enhance allies do not apply to the guardian.

Heightened (+2) The guardian’s damage increases by 1d8, and its Hit Points increase by 20.

AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
ChromaWall14ForceStopped by Yellow wall.

Spiritual Weapon

30th July 2020 at 8:36pm
Attack Concentrate Divine Evocation Force Manipulate Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

Requirements You have a deity.

A weapon made of pure magical force materializes and attacks foes you designate within range.

This weapon has a ghostly appearance and manifests as your deity’s favored weapon.

When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it.

Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it.

The spiritual weapon uses and contributes to your multiple attack penalty.

The weapon’s Strikes are melee spell attacks.

Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon).

No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only.

Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth.

The weapon doesn’t take up space, grant flanking, or have any other attributes a creature would.

The weapon can’t make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.

Heightened (+2) The weapon’s damage increases by 1d8.

AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
ChromaWall14ForceStopped by Yellow wall.

Splash of Art

6th August 2020 at 6:22pm
Cleric Concentrate Focus Spell Illusion Manipulate Somatic Spell Uncommon Verbal Visual

Level1
Components Somatic Verbal 1 Focus Point
Cast Time
Range30 feet
Area5 foot Burst
Target
Save Will
Duration
DomainCreation (Domain)

A deluge of colorful illusory paint, tools, or other symbols of art and artisanship drift down in the area.

Roll 1d4 to determine the color of the illusion.

Each creature in the area must attempt a Will save. A creature is unaffected on a success. On a failure or critical failure, the creature takes the results listed on the table relevant to the color.

1d4ColorFailureCritical Failure
1WhiteDazzled 1 roundDazzled 1 minute
2RedEnfeebled 1, 1 roundEnfeebled 2, 1 round
3YellowFrightened 1Frightened 2
4BlueClumsy 1, 1 roundClumsy 2, 1 round
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.

Splat

26th July 2020 at 4:31pm

Splats are used as a generic term for the options taken within classes.

The particular names used for splats of particular classes are:

AlchemistField
BarbarianInstinct
SwashbucklerStyle

SplatNameDict

6th August 2020 at 11:54pm
Alchemist:Field
Barbarian:Instinct
Bard:Muse
Champion:Cause
Cleric:Doctrine
Druid:Order
Rogue:Racket
Sorcerer:Bloodline
Wizard:Thesis
Swashbuckler:Style

Splinter Faith

31st July 2020 at 8:13pm
Champion Class Cleric Feat

Your faith in your deity is represented in an extremely unusual way that some might call heretical.

When you select this feat, you should detail the fundamental tenets of your splinter faith, though it shouldn’t affect the deity’s edicts or anathema.

Choose four domains. These domains must be chosen from among your deity’s domains, your deity’s alternate domains, and up to one domain that isn’t on either list and isn’t anathematic to your deity.

Any domain spell you cast from a domain that isn’t on either of your deity’s lists is always heightened to 1 level lower than usual for a focus spell.

For the purpose of abilities that depend on your deity’s domains, the four domains you chose are your deity’s domains, and any of your deity’s domains you didn’t choose are now among your deity’s alternate domains.

Special Unless you take this feat at 1st level, changing the way you relate to your deity requires Retraining. If you take this feat and previously benefited from any effect that requires a domain your splinter faith doesn’t include, such as a domain spell from Domain Initiate, you lose that effect.

Feat Type Class
Level1
Requires
ClassChampion Cleric

Squeeze

6th July 2020 at 10:57pm
Action Exploration Move Trained

You contort yourself to squeeze through a space so small you can barely fit through.

This action is for exceptionally small spaces; many tight spaces are Difficult Terrain that you can move through more quickly and without a check.

Critical SuccessYou squeeze through the tight space in 1 minute per 10 feet of squeezing.
SuccessYou squeeze through in 1 minute per 5 feet.
Failure
Critical FailureYou become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Acrobatics check at the same DC. Any result on that check other than a critical failure causes you to become unstuck.

If you have Quick Squeeze, you move much faster.

Actions
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Elastic MutagenSqueezeCan allow you to squeeze as one size smaller.
Quick SqueezeSqueezeReduces time taken to squeeze based on proficiency.
ImmobilizedMoveCan't move.

Squire

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesConstitution Strength
SkillAthletics
LoreHeraldry or Warfare
FeatArmor Assist

Stabilize

31st July 2020 at 12:29am
Cantrip Concentrate Divine Healing Manipulate Necromancy Positive Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 Dying creature
Save
Duration
Domain

Positive energy shuts death’s door.

The target loses the Dying condition, though it remains Unconscious at 0 Hit Points.

Losing the Dying condition will normally give the Wounded condition.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.

Stand

1st July 2020 at 7:54pm
Action Move

You stand up from Prone.

The Kip Up feat allows you to stand up as a free action.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ImmobilizedMoveCan't move.

Star

4th August 2020 at 9:32pm
Domain

You command the power of the stars.

Basic Domain Spell:

Advanced Domain Spell:

Start Page

7th August 2020 at 7:48pm

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Please keep the Style Guide.

Starvation

18th July 2020 at 10:55pm
Rule

Typically characters eat and drink enough to survive comfortably.

When they can’t, they’re Fatigued until they do.

After 1 day + a creature’s Constitution modifier without food, it takes 1 damage each day that can’t be healed until it sates its hunger.

StatModSummary

1st August 2020 at 10:44pm

These ancestries boost StatModSummary:

These ancestries have flaws in StatModSummary:

Status

31st July 2020 at 12:29am
Concentrate Detection Divination Divine Manipulate Occult Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 Willing living creature
Save
Duration1 day
Domain

As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state.

You know the target’s direction from you, distance from you, and any Condition s affecting it.

Heightened (4th) The spell’s range increases to 30 feet, and you can target up to 10 creatures.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Steadfast Ally

6th August 2020 at 5:40pm
Ancestry Feat Shoony

Your presence alone is enough to provide your allies with emotional support. You are such a good dog.

You can use the Aid reaction to grant a bonus to another creature’s Will saving throw even when you haven’t prepared to help.

Feat Type Ancestry
AncestryShoony
Level13
RequiresLoyal Empath

Steady Balance

26th July 2020 at 1:31am
Feat General Skill

Prerequisites Trained in Acrobatics.

You can keep your balance easily, even in adverse conditions.

Whenever you roll a success using the Balance action, you get a critical success instead.

You’re not Flat-Footed while attempting to Balance on Narrow Surfaces and Uneven Ground.

Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

Feat Type Skill
Level1
Skill Acrobatics
RequirementT
Requires

Steal

25th July 2020 at 3:51pm
Action Manipulate Untrained

You try to take a small object from another creature without being noticed.

Typically, you can Steal only an object of negligible Bulk, and you automatically fail if the creature who has the object is in combat or on guard. If you have Pickpocket and are a master in Thievery, you do not automatically fail, but you can't steal items that are noticable or actively wielded and you get a -5 penalty. If you have Legendary Thief, you can steal noticeable and actively wielded items but you get a -5 penalty and it takes 1 minute, during which you must remain hidden.

Attempt a Thievery check to determine if you successfully Steal the object. The DC to Steal is usually the Perception DC of the creature wearing the object.

This assumes the object is worn but not closely guarded (like a loosely carried pouch filled with coins, or an object within such a pouch). If the object is in a pocket or similarly protected, you take a –5 penalty to your Thievery check unless you have Pickpocket.

The GM might increase the DC of your check if the nature of the object makes it harder to steal (such as a very small item in a large pack, or a sheet of parchment mixed in with other documents).

You might also need to compare your Thievery check result against the Perception DCs of observers other than the person wearing the object. The GM may increase the Perception DCs of these observers if they’re distracted. If you have Subtle Theft, the observers take -2 circumstance to their Perception DCs.

Critical Success
SuccessYou steal the item without the bearer noticing, or an observer doesn’t see you take or attempt to take the item.
FailureThe item’s bearer notices your attempt before you can take the object, or an observer sees you take or attempt to take the item. The GM determines the response of any creature that notices your theft.
Critical Failure
Actions 1
Time
Free Hands
SkillThievery 
DefensePerception
Tool
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
Legendary ThiefStealYou can steal wielded or worn items with penalties.
PickpocketStealRemoves -5 penalty for guarded objects and can steal in combat.
Subtle TheftStealStealing doesn't end a diversion and gives -2 circumstance to detecting theft.
ThieverySteal
DexterityThieveryKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Stealth

11th July 2020 at 7:13pm
Skill

Key Ability Dexterity.

You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item.

Actions for this skill:

Feats for this skill:

Armored StealthStealthReduce armor penalty or quiet Noisy armor.
CoverStealthGives +2/+4 circumstance to checks to avoid detection.
Mounted CombatCoverYou have lesser cover if your mount would be in the way of an attack.
DexterityStealthKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Face in the CrowdStealth+2 status in a crowd.

Step

30th June 2020 at 10:28am
Action Move

Requirements: Your Speed is at least 10 feet.

You carefully move 5 feet.

Unlike most types of movement, Stepping doesn’t trigger reactions, such as Attack of Opportunity, that can be triggered by move actions or upon leaving or entering a square.

You can’t Step into Difficult Terrain unless you have Feather Step, and you can't Step using a Speed other than your land Speed.

Actions
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Difficult TerrainStepYou can't Step through difficult terrain.
Agile FeetDifficult TerrainIgnores difficult terrain.
Face in the CrowdDifficult TerrainIgnore if caused by a crowd.
Feather StepDifficult TerrainAllows you to step into difficult terrain.
Fey DisappearanceDifficult TerrainIgnore if natural.
Paddler ShoonyDifficult TerrainIgnore from bogs.
Rock RunnerDifficult TerrainIgnore difficult terrain from rubble, stone and earth.
Show the WayDifficult TerrainReduces penalties for long-term overland travel.
Elastic MutagenStepCan allow you to step up to 10 feet.
ImmobilizedMoveCan't move.

Sticky Bomb

23rd July 2020 at 9:15pm
Action Additive Alchemist Class Feat Free

Frequency Once per round.

Trigger You use Quick Alchemy to craft an alchemical bomb, and that bomb’s level is at least 2 levels lower than your Advanced Alchemy level.

Additive 2.

You mix in an additive to make your bomb’s contents adhere to the target and continue to deal damage.

A creature that takes a direct hit from one of your sticky bombs also takes persistent damage equal to and of the same type as the bomb’s splash damage.

If the bomb already deals persistent damage, combine the two amounts.

Actions Free
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level8
Requires
ClassAlchemist
AdditiveOne per alchemy item, increases item level by the given amount.

Sticky Poison

30th July 2020 at 1:49pm
Alchemist Class Feat

A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear.

If your Strike with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your Strike being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned.

If your Strike with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn.

Feat Type Class
Level6
Requires
ClassAlchemist

Stinking Cloud

30th July 2020 at 10:21pm
Arcane Concentrate Conjuration Manipulate Poison Primal Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
Range120 feet
Area20 foot Burst
Target
Save Fortitude
Duration1 minute
Domain

You create a cloud of putrid mist in the area. The cloud functions as Obscuring Mist except it sickens creatures that end their turns within the cloud.

They must make a Fortitude save.

(The Concealed condition is not a poison effect.)

Critical SuccessThe creature is unaffected.
SuccessThe creature is Sickened 1.
FailureThe creature is Sickened 1 and Slowed 1 while in the cloud.
Critical FailureThe creature is Sickened 2 and Slowed 1 until it leaves the cloud.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Stone Tell

30th July 2020 at 10:22pm
Concentrate Divine Earth Evocation Manipulate Primal Somatic Spell Uncommon Verbal

Level6
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes
Domain

You can ask questions of and receive answers from natural or worked stone.

While stone is not intelligent, you speak with the natural spirits of the stone, which have a personality colored by the type of stone, as well as by the type of structure the stone is part of, for worked stone.

A stone’s perspective, perception, and knowledge give it a worldview different enough from a human’s that it doesn’t consider the same details important. Stones can mostly answer questions about creatures that touched them in the past and what is concealed beneath or behind them.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Stone to Flesh

30th July 2020 at 10:25pm
Concentrate Divine Earth Manipulate Primal Somatic Spell Transmutation Verbal

Level6
Components Somatic Verbal
Cast Time
RangeTouch
Area
TargetPetrified creature or human-size stone object
Save
Duration
Domain

Manipulating the fundamental particles of matter, you convert stone into flesh and blood.

You restore a Petrified creature to its normal state or transform a stone object into a mass of inert flesh (without stone’s Hardness) in roughly the same shape.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Stonecunning

1st August 2020 at 9:37pm
Ancestry Dwarf Feat

You have a knack for noticing even small inconsistencies and craftsmanship techniques in the stonework around you.

You gain a +2 circumstance bonus to Perception checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone.

If you aren’t using the Seek action or searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn’t gain the circumstance bonus, and it takes a –2 circumstance penalty.

Feat Type Ancestry
AncestryDwarf
Level1
Requires
StonewalkerStonecunningTreated as legendary Perception, or if you have it, auto checks aren't penalized.

Stoneskin

30th July 2020 at 10:26pm
Abjuration Arcane Concentrate Earth Manipulate Primal Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration20 minutes
Domain

The target’s skin hardens like stone.

It gains Resistance 5 to physical damage, except adamantine.

Each time the target is hit by a Bludgeoning , Piercing , or Slashing attack, stoneskin’s duration decreases by 1 minute.

Heightened (6th) The resistance increases to 10.

Heightened (8th) The resistance increases to 15.

Heightened (10th) The resistance increases to 20.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Stonewalker

1st August 2020 at 9:45pm
Ancestry Dwarf Feat

You have a deep reverence for and connection to stone.

You gain Meld into Stone as a 3rd‑level divine innate spell that you can cast once per day.

If you have the Stonecunning dwarf ancestry feat, you can attempt to find unusual stonework and stonework traps that require legendary proficiency in Perception.

If you have both Stonecunning and legendary proficiency in Perception, when you’re not Seeking and the GM rolls a secret check for you to notice unusual stonework, you keep the bonus from Stonecunning and don’t take the –2 circumstance penalty.

Feat Type Ancestry
AncestryDwarf
Level9
Requires

Storm Lord

6th August 2020 at 9:22pm
Air Concentrate Druid Electricity Evocation Focus Spell Manipulate Somatic Spell Uncommon Verbal

Level9
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area100 foot Emanation
Target
Save Reflex
DurationSustained up to 1 minute
Domain

The sky above you darkens in a matter of moments, swirling with ominous clouds punctuated by flashes of lighting.

Each round when you Sustain the Spell, you can select one of the following effects to occur in the area.

  • Calm No additional effect.
  • Fog Heavy fog rolls in, concealing the area with the effects of Obscuring Mist.
  • Rain Torrential rain falls from the sky, dousing ordinary flames. Creatures in the area take a –2 circumstance penalty to Acrobatics and Perception checks.
  • Wind Powerful winds buffet the area in all directions. Ranged attacks take a –4 circumstance penalty, and all flying is against the wind and counts as moving through Difficult Terrain.

In addition, once per round you can use a single action, which has the Concentrate and Manipulate traits, to call down a bolt of lightning, striking any target in range that you can see.

You deal 10d6 electricity damage to the target; it must attempt a basic Reflex save. On a failure, it is also Deafened for 1 round.

AirThis may not work in vacuum or without air.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ElectricityStopped by Yellow wall.

Storm of Vengeance

30th July 2020 at 10:30pm
Air Concentrate Electricity Evocation Manipulate Material Primal Somatic Spell Verbal

Level9
Components Somatic Verbal Material
Cast Time
Range800 feet
Area360 foot Burst
Target
Save Fortitude Reflex
DurationSustained up to 1 minute
Domain

A massive storm cloud forms in the air in a 360-foot burst.

Beneath it, rain begins to fall, and gales impose a –4 circumstance penalty to physical ranged attacks and weapon ranged attacks, and the air in the area becomes greater Difficult Terrain for flying creatures.

When you Cast this Spell and the first time each round you Sustain the Spell, you can choose one of the following storm effects.

You can’t choose the same effect twice in a row.

  • Acid Rain Each creature in the storm takes 4d8 acid damage with no saving throw.
  • Hail The storm deals 4d10 bludgeoning damage to creatures beneath it (basic Fortitude save).
  • Lightning Up to 10 bolts of lightning strike down, targeting creatures of your choice in the storm. No more than one bolt can target any one creature. Each bolt deals 7d6 electricity damage (basic Reflex save).
  • Rain and Wind Heavy rain and whipping wind reduce visibility and mobility, making the area under the storm cloud Difficult Terrain and making everything seen within or through the area Concealed.
  • Thunderclap Each creature in the storm must succeed at a Fortitude save or be Deafened for 10 minutes. A creature that succeeds is temporarily immune to thunderclaps from storm of vengeance for 1 hour.

Heightened (10th) The range increases to 2,200 feet, and the cloud is a 1,000-foot burst.

AirThis may not work in vacuum or without air.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ElectricityStopped by Yellow wall.

Storm Survivor

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesStrength Wisdom
SkillSurvival
LoreWeather
FeatForager

Stormtossed Tengu

1st August 2020 at 10:53pm
Heritage Tengu

You gain electricity resistance equal to half your level (minimum 1).

You automatically succeed at the flat check to target a Concealed creature if that creature is concealed only by rain or fog.

Stormwind Flight

6th August 2020 at 9:24pm
Air Concentrate Druid Focus Spell Manipulate Somatic Spell Transmutation Uncommon Verbal

Level4
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

Powerful winds carry you smoothly through the air, giving you a fly Speed equal to your Speed.

When this spell’s duration would end, if you’re still flying, you float to the ground, as Feather Fall.

Heightened (6th) When you fly using stormwind flight, you don’t count flying against the wind as Difficult Terrain.

AirThis may not work in vacuum or without air.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Strange Geometry

1st August 2020 at 7:23pm
Concentrate Illusion Manipulate Material Occult Somatic Spell Verbal

Level5
Components Somatic Verbal Material
Cast Time
Range60 feet
Area4 cubes, each 10 feet on a side
Target
Save Will
Duration1 minute
Domain

You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry.

The cubes of the spell’s area can’t be adjacent to one another.

A creature must attempt a Will save if it’s in one of the cubes when you Cast the Spell, or if it later enters one of the areas, with the following effects.

A creature interacting with the illusion can also attempt a Will save to disbelieve the illusion, as normal.

If the creature passes their save, they disbelieve the illusion.

If they fail, all terrain in the cubes is Difficult Terrain for the creature, including the air if the creature is flying, walls if it’s climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a Teleportation effect. It can exit from any edge of that cube it chooses.

When selecting a random cube, the GM excludes any that don’t match the creature’s terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn’t have an exit on the ground.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.

Street Urchin

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesConstitution Dexterity
SkillThievery
Lore*Per City
FeatPickpocket

Streetwise

26th July 2020 at 1:32am
Feat General Skill

Prerequisites Trained in Society.

You know about life on the streets and feel the pulse of your local settlement.

You can use your Society modifier instead of your Diplomacy modifier to Gather Information.

In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

Feat Type Skill
Level1
Skill Society
RequirementT
Requires

Strength

1st August 2020 at 10:25pm
Ability Score

Strength measures your character’s physical power.

Strength is important if your character plans to engage in hand-to-hand combat.

Your Strength modifier gets added to melee damage rolls and determines how much your character can carry.

You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can’t hold or carry more Bulk than 10 plus your Strength modifier. If you are carrying more weight than you can manage, you're Encumbered.

Strength governs Athletics.

Being Enfeebled, Sickened or Frightened reduces your Strength rolls.

These ancestries boost Strength:

These ancestries have flaws in Strength:

EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Stride

26th June 2020 at 9:57pm
Action Move

You move up to your Speed.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Difficult TerrainStrideIncreases the cost of movement.
Agile FeetDifficult TerrainIgnores difficult terrain.
Face in the CrowdDifficult TerrainIgnore if caused by a crowd.
Feather StepDifficult TerrainAllows you to step into difficult terrain.
Fey DisappearanceDifficult TerrainIgnore if natural.
Paddler ShoonyDifficult TerrainIgnore from bogs.
Rock RunnerDifficult TerrainIgnore difficult terrain from rubble, stone and earth.
Show the WayDifficult TerrainReduces penalties for long-term overland travel.
Water SprintStrideWalk across water in a single action.
ImmobilizedMoveCan't move.

Strike

6th August 2020 at 11:50pm
Attack

You attack with a weapon you’re wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack).

Roll the attack roll for the weapon or unarmed attack you are using, and compare the result to the target creature’s AC to determine the effect.

Critical SuccessAs success, but you deal double damage.
SuccessYou deal damage according to the weapon or unarmed attack, including any modifiers, bonuses, and penalties you have to damage.
Failure
Critical Failure
AttackThis is affected by Multiple Attack Penalty.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.

Strong-Blooded Dwarf

1st August 2020 at 8:35pm
Dwarf Heritage

You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison.

Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.

Student of the Canon

26th July 2020 at 1:33am
Feat General Skill

Prerequisites Trained in Religion.

You’ve researched many faiths enough to recognize notions about them that are unlikely to be true.

If you roll a critical failure at a Religion check to Decipher Writing of a religious nature or to Recall Knowledge about the tenets of faiths, you get a failure instead.

When attempting to Recall Knowledge about the tenets of your own faith, if you roll a failure, you get a success instead, and if you roll a success, you get a critical success instead.

Feat Type Skill
Level1
Skill Religion
RequirementT
Requires

Stunned

26th June 2020 at 9:23pm
Condition

You’ve become senseless.

You can’t act while stunned.

Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned.

Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally.

Stunned might also have a duration instead of a value, such as “stunned for 1 minute.” In this case, you lose all your actions for the listed duration.

Stunned overrides Slowed. If the duration of your stunned condition ends while you are slowed, you count the actions lost to the stunned condition toward those lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned, and then lose only 1 additional action by being slowed, so you would still have 1 action remaining to use that turn.

Stupefied

7th August 2020 at 2:59am
Condition

Your thoughts and instincts are clouded.

Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores.

Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value.

Style Guide

19th July 2020 at 7:41pm

Text

Text taken directly from rulebooks should be in plain font.

Text taken from official errata should be underlined.

Text added by authors should be italicised.

Each key point should be made in a separate isolated paragraph. Follow-up discussion can be included in a paragraph with the point it refers to.

Official material may be re-ordered in order to clarify it.

Titles

Tiddler titles should correspond to the name of the item in official material.

Tiddler titles should use the same capitalization as in official material, unless official material shows the title only in capitals. In that case, tiddler titles should be in title case, with the first letter of each word capitalised with the exception of standard prepositions like "of", "to", etc.

Tiddler titles should not be plural.

Tiddler titles should not begin with "The".

Links

Any referenced topic in text should be linked to the appropriate tiddler unless it is a negative example (ie, Fortitude should not be linked if it is mention in the context of not being allowed a Fortitude save)

Text that needs to be capitalised in order to become a tiddler link may be so capitalised. There is no need to create a renamed link just in order to keep capitalisation.

Key rules should usually be reciprocally linked and explained in annotations.

Tags

Action should be used for actions, that a player can invoke on their turn. These should usually have at least an a-actions field and include the ActionSummary template.

Spell should be used for spells. These should also be tagged for school, components, game tags, and Manipulate or Concentrate as appropriate for their components. These should have at least a m-level field and probably more. (M was supposed to stand for "magic". Sorry.) They should include the SpellSummaryTable template.

Fields

Notes:

  • a-crit, etc, fields are for successes on action rolls. s-crit, etc, are for saves. If in doubt, use a- if a crit is better for the user of the effect, and s- if it is worse for the user and better for the target.
  • If using a-crit, etc, add the ActionSuccessTable transclude to lay out the results. If using s-crit, etc, add SaveSuccessTable.
TW fieldMeaning
a-actionsNumber of actions taken by an action/activity.
a-critEffect on a critical success on an action roll (not a save).
a-hitEffect on a success on an action roll.
a-failEffect on a failure on an action roll.
a-fumbleEffect on a critical failure on an action roll.
a-defenseValue that provides a save or target DC for an action roll.
a-handsNumber of free hands required for an action.
a-skillSkill(s) used for an action.
a-subactionsSubsidiary actions for an action.
a-timeTime (if extended) needed for an action (eg, 10 minutes, not 3 actions - use a-actions for that).
a-toolObject needed to perform an action.
feat-classClass a feat is associated with, if any.
feat-levelLevel of a feat.
feat-skillSkill associated with a feat.
feat-spreLetter for skill prerequisite level to take feat.
m-areaArea of spell.
m-componentsSpell components.
m-durationDuration of spell.
m-levelLevel of spell.
m-rangeRange of spell.
m-saveSaving throw used for spell, as source of DC.
m-targetsTarget specification for a spell.
m-timeTime (if extended) needed for casting a spell.
s-critEffect on a critical success on a save
s-hitEffect on a success on a save
s-failEffect on a failure on a save
s-fumbleEffect on a critical failure on a save
skill-statAssociated statistic for a skill
splat-classAssociated class for a splat
turn-etcEffect at the End of the Target's Current turn, or their turn immediately after being hit with the effect.
turn-etnEffect at the End of the Target's Next turn
turn-eucEffect at the End of the User's Current turn
turn-eunEffect at the End of the User's Next turn
turn-stnEffect at the Start of the Target's Next turn
turn-sunEffect at the Start of the User's Next turn

Stylish Trick

6th August 2020 at 11:53pm
Ability Swashbuckler

At 3rd level, 7th level, and 15th level, you gain a skill feat.

This feat must be for Acrobatics or the trained skill from your swashbuckler’s style.

Subconscious Suggestion

30th July 2020 at 10:34pm
Arcane Concentrate Enchantment Incapacitation Linguistic Manipulate Mental Occult Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
DurationVaries
Domain

You implant a subconscious suggestion deep within the target’s mind for them to follow when a Trigger you specify occurs.

You suggest a course of action to the target.

Your directive must be phrased in such a way as to seem like a logical course of action to the target, and it can’t be selfdestructive or obviously against the target’s self-interest.

The target must attempt a Will save.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected and knows you tried to control it.
SuccessThe target is unaffected and thinks you were talking to them normally, not casting a spell on them.
FailureThe suggestion remains in the target’s subconscious until the next time you prepare. If the trigger occurs before then, the target immediately follows your suggestion. The effect has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.
Critical FailureAs failure, but the duration is 1 hour.

Heightened (9th) You can target up to 10 creatures.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
LinguisticYour target must be able to understand your language.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Subordinate Actions

19th July 2020 at 7:58pm
Rule

An action might allow you to use a simpler action—usually one of the Basic Actions—in a different circumstance or with different effects.

This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on.

The subordinate action doesn’t gain any of the traits of the larger action unless specified.

The action that allows you to use a subordinate action doesn’t require you to spend more actions or reactions to do so; that cost is already factored in.

Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the haste spell lets you spend an extra action each turn to Stride or Strike, but you couldn’t use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, “If the next action you use is a Strike,” an activity that includes a Strike wouldn’t count, because the next thing you are doing is starting an activity, not using the Strike basic action.

Subsist

25th July 2020 at 3:52pm
Action Downtime Untrained

You try to provide food and shelter for yourself, and possibly others as well.

This typically uses Society if you're in a settlement or Survival if you're in the wild.

The GM determines the DC based on the nature of the place where you’re trying to Subsist. You might need a minimum proficiency rank to Subsist in particularly strange environments.

Unlike most downtime activities, you can Subsist after 8 hours or less of exploration, but if you do, you take a –5 penalty.

Critical SuccessYou either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.
SuccessYou find enough food and shelter with basic protection from the elements to provide you a subsistence living.
FailureYou’re exposed to the elements and don’t get enough food, becoming Fatigued until you attain sufficient food and shelter.
Critical FailureYou attract trouble, eat something you shouldn’t, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don’t find any food at all; if you don’t have any stored up, you’re in danger of starving or dying of Thirst if you continue failing.

The Forager feat can reduce your chances of failing to subsist and allow you to provide a living for more creatures.

The Planar Survival feat can allow you to use this to survive on a hostile plane.

Actions
Time
Free Hands
SkillSurvival Society 
Defense
Tool
Sub-actions
ForagerSubsistFails or fumbles become hits and increase creatures supported.
Planar SurvivalSubsistYou can Subsist on different planes.
SurvivalSubsist
Terrain ExpertiseSurvival+1 circumstance in terrain you know.
WisdomSurvivalKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
SocietySubsist
IntelligenceSocietyKey ability for this skill.
FrightenedIntelligenceReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedIntelligenceReduces Intelligence by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedIntelligenceGives status penalty of condition value.

Subtle Delivery

30th July 2020 at 1:41pm
Alchemist Class Feat

You can capably deliver toxins with a blowgun.

Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature’s resistance.

If you critically succeed at an attack roll using a blowgun loaded with a dart you’ve poisoned and the target rolls a failure on the poison’s initial save, the target critically fails instead.

Feat Type Class
Level1
Requires
ClassAlchemist

Subtle Theft

26th July 2020 at 1:34am
Feat General Skill

Prerequisites Trained in Thievery.

When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft.

Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your Undetected condition.

Feat Type Skill
Level1
Skill Thievery
RequirementT
Requires

Sudden Blight

1st August 2020 at 7:24pm
Concentrate Divine Manipulate Necromancy Negative Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range120 feet
Area20 foot Burst
Target
Save Fortitude
Duration
Domain

You accelerate the processes of decay in the area.

Each living creature in the area takes 2d10 negative damage (basic Fortitude save).

A creature afflicted by a disease takes a –2 circumstance penalty to this save.

You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting Difficult Terrain, Cover, and Concealment.

Sudden blight attempts to Counteract any magical effect on the plants before withering them.

Heightened (+1) The damage increases by 1d10.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14NegativeStopped by Yellow wall.

Sudden Charge

23rd July 2020 at 10:33pm
Action Barbarian Class Feat Flourish Open

With a quick sprint, you dash up to your foe and swing.

Stride twice.

If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy.

You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Actions 2
Time
Free Hands
Skill
Defense
Tool
Sub-actionsStride Strike
Feat Type Class
Level1
Requires
ClassBarbarian
FlourishYou can only use 1 Flourish per turn.
OpenCan't use this after an Attack or Open in the same turn.

Sudden Leap

25th July 2020 at 6:07pm
Attack Barbarian Class Feat Move

You swing at a foe while mid-leap.

Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump.

Immediately after the Strike, you fall to the ground if you’re in the air, even if you haven’t reached the maximum distance of your jump.

If the distance you fall is no more than the height of your jump, you take no damage and land upright.

When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed.

Feat Type Class
Level8
Requires
ClassBarbarian
AttackThis is affected by Multiple Attack Penalty.
LeapSudden Leap
JumpLeapCan modify leap to a fixed length of 30 feet.
Powerful LeapLeapIncrease horizontal by 5 feet, and can jump 5 feet up.
Raging AthleteLeapLeap distance increases by 5 feet.
Wall JumpLeapCan chain jump actions that end adjacent walls.
High JumpSudden Leap
Cloud JumpHigh JumpUse long jump calculation for jumping high.
Quick JumpHigh JumpUse jump without striding as 1 action.
Raging AthleteHigh JumpLowers DC by 10 when raging.
Shifting SandHigh Jump-1 status in the area.
Wall JumpHigh JumpCan chain jump actions that end adjacent walls.
AthleticsHigh Jump
Athletic RushAthletics+2 status.
Song of StrengthAthletics+1 status on rolls, and DCs against athletics actions.
Inspire HeroicsSong of StrengthPerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Long JumpSudden Leap
Cloud JumpLong JumpTriples long jump distance up to speed action limit.
Quick JumpLong JumpUse jump without striding as 1 action.
Raging AthleteLong JumpLowers DC by 10 when raging.
Shifting SandLong Jump-1 status in the area.
Wall JumpLong JumpCan chain jump actions that end adjacent walls.
AthleticsLong Jump
Athletic RushAthletics+2 status.
Song of StrengthAthletics+1 status on rolls, and DCs against athletics actions.
Inspire HeroicsSong of StrengthPerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
LeapLong Jump
JumpLeapCan modify leap to a fixed length of 30 feet.
Powerful LeapLeapIncrease horizontal by 5 feet, and can jump 5 feet up.
Raging AthleteLeapLeap distance increases by 5 feet.
Wall JumpLeapCan chain jump actions that end adjacent walls.
StrikeSudden Leap
ImmobilizedMoveCan't move.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.

Sudden Shift

6th August 2020 at 6:24pm
Abjuration Cleric Focus Spell Illusion Manipulate Reaction Somatic Spell Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
Range
Area
Target
Save
DurationUntil the end of your next turn
DomainTrickery

Trigger An enemy misses you with a melee attack.

You swiftly move from a dangerous spot and veil yourself.

You Step and become Concealed.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.
Faerie DustReactionCan't be used while affected.

Suffocating

22nd July 2020 at 10:01pm

You can’t recover from being Unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns.

On a failure, you take 1d10 damage, and on a critical failure, you die.

On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative.

Once your access to air is restored, you stop suffocating and are no longer Unconscious (unless you're at 0 Hit Points).

Suggestion

30th July 2020 at 10:37pm
Arcane Concentrate Enchantment Incapacitation Linguistic Manipulate Mental Occult Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
DurationVaries
Domain

Your honeyed words are difficult for creatures to resist.

You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can’t be self‑destructive or obviously against the target’s self-interest.

The target must attempt a Will save.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected and knows you tried to control it.
SuccessThe target is unaffected and thinks you were talking to them normally, not casting a spell on them.
FailureThe target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.
Critical FailureAs failure, but the base duration is 1 hour.

Heightened (8th) You can target up to 10 creatures.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
LinguisticYour target must be able to understand your language.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Summon Animal

30th July 2020 at 10:45pm
Arcane Concentrate Conjuration Manipulate Material Primal Somatic Spell Verbal

Level1
Components Somatic Verbal Material
Cast Time
Range30 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

You conjure an animal to fight for you.

You summon a common creature that has the Animal trait and whose level is –1.

Heightening the spell increases the maximum level of creature you can summon.

Heighten LevelSummon Level
1-1
21
32
43
55
67
79
811
913
1015
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Primal SummonsSummon AnimalCan power up creature you summon.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Summon Celestial

30th July 2020 at 10:45pm
Concentrate Conjuration Divine Manipulate Material Somatic Spell Verbal

Level5
Components Somatic Verbal Material
Cast Time
Range30 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

You conjure a celestial to fight on your behalf.

This works like Summon Animal, except you summon a common creature that has the Celestial trait and whose level is 5 or lower.

You can’t summon a creature unless its alignment is one of your deity’s preferred alignments (or, if you don’t have a deity, is within one step of your alignment).

At the GM’s discretion, some deities might restrict specific types of celestials, even if their alignments match.

Heightening the spell increases the maximum level of creature you can summon.

Heighten LevelSummon Level
1-1
21
32
43
55
67
79
811
913
1015
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Summon Construct

30th July 2020 at 10:45pm
Arcane Concentrate Conjuration Manipulate Material Somatic Spell Verbal

Level1
Components Somatic Verbal Material
Cast Time
Range30 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

You conjure a construct to fight for you.

This works like Summon Animal, except you summon a common creature that has the Construct trait and whose level is –1.

Heightening the spell increases the maximum level of creature you can summon.

Heighten LevelSummon Level
1-1
21
32
43
55
67
79
811
913
1015
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Summon Dragon

30th July 2020 at 10:46pm
Arcane Concentrate Conjuration Manipulate Material Somatic Spell Verbal

Level5
Components Somatic Verbal Material
Cast Time
Range30 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

You conjure a dragon to fight for you.

This works like Summon Animal, except you summon a common creature that has the Dragon trait and whose level is 5 or lower.

Heightening the spell increases the maximum level of creature you can summon.

Heighten LevelSummon Level
1-1
21
32
43
55
67
79
811
913
1015
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Summon Elemental

30th July 2020 at 10:47pm
Arcane Concentrate Conjuration Manipulate Material Primal Somatic Spell Verbal

Level2
Components Somatic Verbal Material
Cast Time
Range30 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

You conjure an elemental to fight for you.

This works like Summon Animal, except you summon a common creature that has the Elemental trait and whose level is 1 or lower.

Heightening the spell increases the maximum level of creature you can summon.

Heighten LevelSummon Level
1-1
21
32
43
55
67
79
811
913
1015
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Summon Entity

30th July 2020 at 10:54pm
Concentrate Conjuration Manipulate Material Occult Somatic Spell Verbal

Level5
Components Somatic Verbal Material
Cast Time
Range30 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

You conjure an aberration to fight for you.

This works like Summon Animal, except you summon a common creature that has the Aberration trait and whose level is 5 or lower.

Heighten LevelSummon Level
1-1
21
32
43
55
67
79
811
913
1015
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Summon Fey

30th July 2020 at 10:55pm
Concentrate Conjuration Manipulate Material Occult Primal Somatic Spell Verbal

Level5
Components Somatic Verbal Material
Cast Time
Range30 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

You conjure a fey to fight for you.

This works like Summon Animal, except you summon a common creature that has the Fey trait and whose level is –1.

Heightening the spell increases the maximum level of creature you can summon.

Heighten LevelSummon Level
1-1
21
32
43
55
67
79
811
913
1015
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Summon Fiend

30th July 2020 at 10:56pm
Concentrate Conjuration Divine Manipulate Material Somatic Spell Verbal

Level5
Components Somatic Verbal Material
Cast Time
Range30 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

You conjure a fiend to fight on your behalf.

This works like Summon Animal, except you summon a common creature that has the Fiend trait and whose level is 5 or lower.

You can’t summon a creature unless its alignment is one of your deity’s preferred alignments (or, if you don’t have a deity, is within one step of your alignment).

At the GM’s discretion, some deities might restrict specific types of fiends, even if their alignments match.

Heightening the spell increases the maximum level of creature you can summon.

Heighten LevelSummon Level
1-1
21
32
43
55
67
79
811
913
1015
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Summon Giant

30th July 2020 at 10:57pm
Concentrate Conjuration Manipulate Material Primal Somatic Spell Verbal

Level5
Components Somatic Verbal Material
Cast Time
Range30 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

You conjure a giant to fight for you.

This works like Summon Animal, except you summon a common creature that has the Giant trait and whose level is 5 or lower.

Heightening the spell increases the maximum level of creature you can summon.

Heighten LevelSummon Level
1-1
21
32
43
55
67
79
811
913
1015
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Summon Instrument

1st August 2020 at 7:25pm
Cantrip Concentrate Conjuration Divine Manipulate Material Occult Somatic Spell Verbal

Level1
Components Somatic Verbal Material
Cast Time
Range
Area
Target
Save
Duration1 hour
Domain

You materialize a handheld musical instrument in your grasp.

The instrument is typical for its type, but it plays only for you.

The instrument vanishes when the spell ends.

If you cast summon instrument again, any instrument you previously summoned disappears.

Heightened (5th) The instrument is instead a Virtuoso handheld instrument.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Summon Plant or Fungus

30th July 2020 at 10:58pm
Concentrate Conjuration Manipulate Material Primal Somatic Spell Verbal

Level1
Components Somatic Verbal Material
Cast Time
Range30 feet
Area
Target
Save
DurationSustained up to 1 minute
Domain

You conjure a plant or fungus to fight for you.

This works like Summon Animal, except you summon a common creature that has the Plant or Fungus trait and whose level is –1.

Heightening the spell increases the maximum level of creature you can summon.

Heighten LevelSummon Level
1-1
21
32
43
55
67
79
811
913
1015
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
Primal SummonsSummon Plant or FungusCan power up creature you summon.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Summoned

27th June 2020 at 11:30pm
Trait

A creature called by a conjuration spell or effect gains the summoned trait.

A summoned creature can’t summon other creatures, create things of value, or cast spells that require a cost.

It has the Minion trait.

If it tries to cast a spell of equal or higher level than the spell that summoned it, the spell fails and the summon spell ends.

Otherwise, it uses the standard abilities for a creature of its kind.

It generally attacks your enemies to the best of its abilities.

If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands.

Immediately when you finish Casting the Spell, the summoned creature uses its 2 actions for that turn.

Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.

SummonHeightenList

30th July 2020 at 10:39pm
Heighten LevelSummon Level
1-1
21
32
43
55
67
79
811
913
1015

Sun

4th August 2020 at 9:17pm
Domain

You harness the power of the sun and other light sources, and punish undead.

Basic Domain Spell: Dazzing Flash

Advanced Domain Spell: Positive Luminance

Sunburst

30th July 2020 at 11:02pm
Concentrate Divine Evocation Fire Light Manipulate Positive Primal Somatic Spell Verbal

Level7
Components Somatic Verbal
Cast Time
Range500 feet
Area60 foot Burst
Target
Save Reflex
Duration
Domain

A powerful globe of searing sunlight explodes in the area, dealing 8d10 Fire damage to creatures and objects in the area, plus 8d10 additional Positive damage to undead creatures.

Each creature and object in the area must attempt a basic Reflex save; except, on a critical failure, a creature becomes permanently Blinded and takes full damage (instead of taking double damage).

If the globe overlaps with an area of magical darkness, sunburst attempts to Counteract the darkness effect.

Heightened (+1) The fire damage increases by 1d10, and the positive damage against undead increases by 1d10.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.

Superstition Instinct

6th August 2020 at 11:51pm
Barbarian Splat

A deep distrust of magic drives you to forgo and counter the metaphysical nonsense of spellcasters. Whether you’re a member of a superstitious family or culture that distrusts magic, a warrior in constant battle against wizards and witches, a survivor of a magical accident that instilled an intense aversion in your mind and body, or a scion of a bloodline known for its magic resistance, your rage is inimical to magic. This makes you an excellent mage hunter but slow to trust practitioners of magical arts. Your extremely restrictive anathema grants you powers beyond those of other instincts.

Anathema Willingly accepting the effects of magic spells (including from scrolls, wands, and the like), even from your allies, is anathema to your instinct. You can still drink potions and invest and activate most magic items you find, though items that cast spells are subject to the same restrictions as all other spells.

If an ally insists on using magic on you despite your unwillingness, and you have no reason to believe they will stop, continuing to travel with that ally of your own free will counts as willingly accepting their spells (as do similar circumstances) and thus is also anathema to your instinct.

Superstitious Resilience (Instinct Ability): While raging, you gain a +2 status bonus to all saves against magic. Increase your damage from Rage from 2 to 4 against creatures that can cast spells. Once every 10 minutes, when you Rage, you regain Hit Points equal to the temporary Hit Points you gain from that Rage action.

Specialization Ability: Increase the damage from Rage from 4 to 8 against creatures that can cast spells. If you have Greater Weapon Specialization, instead increase the damage from Rage to 12 against creatures with spells and 8 against other creatures.

Raging Resistance: Choose two associated magical traditions: arcane and occult, arcane and primal, divine and occult, or divine and primal. The resistance from your raging resistance class feature applies against all damage you take from spells cast with these two traditions of magic, regardless of the type of damage dealt by the spell.

Supertaster

30th July 2020 at 2:04am
Feat General

You have refined your palate and have a discerning sense of taste that can detect abnormalities in the flavor and texture of food and beverages.

When eating food or drinking a beverage, you automatically attempt to identify the ingredients, which might alert you to the presence of alterations or additives, such as poisons.

The GM rolls a secret Perception check using the poison’s level to determine the DC; on a success, you learn that the food or drink was poisoned, but not the specific poison used.

If you lick or taste something while Investigating or attempting to Recall Knowledge to identify something, if the taste would provide relevant additional information (at the GM’s discretion), you gain a +2 circumstance bonus to your check.

Feat Type General
Level7
Requires

Suppress Animus Mine

2nd August 2020 at 11:05pm
Action Concentrate Implied

Implied by Animus Mine.

You can use a single action, which has the Concentrate trait, to suppress the effects of the mine for 1 round to allow someone to safely use a Mental effect on you.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Survey Wildlife

25th July 2020 at 3:29pm
Feat General Skill

Prerequisites Trained in Survival.

You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation.

Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs.

If you’re a master in Survival, you don’t take the penalty.

Feat Type Skill
Level1
Skill Survival
RequirementT
Requires
SurvivalSurvey Wildlife
Terrain ExpertiseSurvival+1 circumstance in terrain you know.
WisdomSurvivalKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Survival

12th July 2020 at 5:27pm
Skill

Key Ability Wisdom.

You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail.

Actions for this skill:

Feats for this skill:

Terrain ExpertiseSurvival+1 circumstance in terrain you know.
WisdomSurvivalKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Sustain a Spell

19th July 2020 at 6:10pm
Action Concentrate

Requirements You have at least one spell active with a sustained duration, and you are not Fatigued.

Choose one spell with a sustained duration you have in effect. The duration of that spell continues until the end of your next turn.

Some spells might have slightly different or expanded effects if you sustain them.

Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you Fatigued unless the spell lists a different maximum duration (such as “sustained up to 1 minute” or “sustained up to 1 hour”).

If your Sustain a Spell action is disrupted, the spell immediately ends.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Animate RopeSustain a SpellGive a command to the rope.
Animated AssaultSustain a SpellRepeats damage when sustained.
Aqueous OrbSustain a SpellMove the orb 10 feet when sustained.
Divine AuraSustain a SpellAura expands when sustained.
Familiar's FaceSustain a SpellCommand animal as part of this.
Hymn of HealingSustain a SpellTarget gains 2 temporary Hit Points.
Impaling BriarsSustain a SpellChoose an effect when sustained.
Lightning StormSustain a SpellCall another lightning bolt on sustain.
Mad MonkeysSustain a SpellMove monkeys and their mischief activates.
Mage HandSustain a SpellCan move the object 20 feet when sustained.
Mind ProbeSustain a SpellAsk another question when sustained.
MisleadSustain a SpellControl your duplicate when Sustained.
Modify MemorySustain a SpellOnce active, modify a memory each time.
PrestigitationSustain a SpellChoose a simple effect when sustained.
Prying EyeSustain a SpellMove eye when sustained.
QuenchSustain a SpellMove the vapor and put out non-magical fires.
Spiritual GuardianSustain a SpellChoose new attack or guard target.
Spiritual WeaponSustain a SpellAttack again with weapon when sustained.
Telekinetic HaulSustain a SpellMove your target or choose a new target.
Unfathomable SongSustain a SpellTargets must Will save again.
Unseen ServantSustain a SpellCommand servant when sustained.
Word of TruthSustain a SpellSpeak a new truth and have it endorsed.

Swallow Whole

27th June 2020 at 7:26pm
Action Attack

The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth.

If a swallowed creature is of the maximum size listed, the monster can’t use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum.

The monster attempts an Athletics check opposed by the grabbed creature’s Reflex DC. If it succeeds, it swallows the creature. The monster’s mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can’t attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start Suffocating.

The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it’s swallowed.

If the victim Escapes this ability’s grabbed condition, it exits through the monster’s mouth. This frees any other creature grabbed in the monster’s mouth or jaws.

A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is Flat-Footed against the attack.

If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free.

A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster’s space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
AttackThis is affected by Multiple Attack Penalty.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.

Swarm

4th August 2020 at 9:32pm
Domain

You exert control over masses of creatures.

Basic Domain Spell:

Advanced Domain Spell:

Swarm Mind

27th June 2020 at 9:12pm
Ability

This monster doesn’t have a single mind (typically because it’s a swarm of smaller creatures).

It is immune to Mental effects that target only a specific number of creatures.

It is still subject to mental effects that affect all creatures in an area.

Swashbuckler

6th August 2020 at 11:24pm
Class

Swashbuckler Expertise

6th August 2020 at 11:58pm
Ability Swashbuckler

You perform swashbuckling techniques with exceptional flair, making them harder to resist.

Your proficiency rank for your swashbuckler class DC increases to expert.

Sweep

7th July 2020 at 12:46am
Weapon Trait

This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies.

When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

Sweet Dream

6th August 2020 at 6:26pm
Auditory Cleric Concentrate Enchantment Focus Spell Linguistic Manipulate Material Mental Sleep Somatic Spell Uncommon Verbal

Level1
Components Somatic Verbal Material 1 Focus Point
Cast Time
Range30 feet
Area
Target1 Willing creature
Save
Duration10 minutes
DomainDreams

With soothing song or tales, you lull the target into an enchanting dream.

When you cast the spell, the target falls Unconscious if it wasn’t already.

While unconscious, it experiences a dream of your choice. If it sleeps for at least 1 minute, it gains the benefit of the dream for the remainder of the spell’s duration.

  • Dream of Insight +1 status bonus to Intelligence-based skill checks
  • Dream of Glamour +1 status bonus to Charisma-based skill checks
  • Dream of Voyaging +5-foot status bonus to Speed

If you Cast this Spell again, the effects of any previous sweet dream you cast end.

AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
LinguisticYour target must be able to understand your language.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Swift Sneak

26th July 2020 at 1:34am
Feat General Skill

Prerequisites Master in Stealth.

You can move your full Speed when you Sneak.

You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

When you take the Avoid Notice exploration activity, you can move at full Speed rather than half.

Feat Type Skill
Level7
Skill Stealth
RequirementM
Requires

Swim

25th July 2020 at 3:52pm
Action Move Untrained

You propel yourself through water.

In most calm water, you succeed at the action without needing to attempt a check.

If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown.

If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

Critical SuccessYou move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
SuccessYou move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Failure
Critical FailureYou make no progress, and if you’re holding your breath, you lose 1 round of air.

Quick Swim can increase the distance you move on a success, or avoid any possibility of failure.

You can combine Swim with Tumble Through.

Actions 1
Time
Free Hands
SkillAthletics 
Defense
Tool
Sub-actions
Paddler ShoonySwimPromotes successes.
Quick SwimSwimSwim +5/+10 feet further, or get swim speed if Legend.
AthleticsSwim
Athletic RushAthletics+2 status.
Song of StrengthAthletics+1 status on rolls, and DCs against athletics actions.
Inspire HeroicsSong of StrengthPerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
ImmobilizedMoveCan't move.

Swipe

23rd July 2020 at 10:56pm
Action Barbarian Class Feat Flourish

You make a wide, arcing swing.

Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other.

Roll damage only once and apply it to each creature you hit.

A Swipe counts as two attacks for your Multiple Attack Penalty.

If you’re using a weapon with the Sweep trait, its modifier applies to all your Swipe attacks.

Actions 2
Time
Free Hands
Skill
Defense
Tool
Sub-actionsStrike
Feat Type Class
Level4
Requires
ClassBarbarian
FlourishYou can only use 1 Flourish per turn.

Switch Aspect

1st August 2020 at 7:30pm
Action Concentrate Implied

Implied by Threefold Aspect.

While the spell lasts, you can change the age to any of the three or to your natural age with a single action, which has the concentrate trait.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Switch Cabin Lighting

1st August 2020 at 4:44pm
Action Concentrate Implied

Implied by Cozy Cabin.

The interior is lit with a small magical light that you can light or extinguish at will using a single action, which has the Concentrate trait.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Symphony of the Unfettered Heart

3rd August 2020 at 7:26pm
Abjuration Bard Composition Concentrate Focus Spell Manipulate Somatic Spell Uncommon Verbal

Level5
Components Somatic Verbal 1 Focus Point
Cast Time
Range30 feet
Area
TargetYou or 1 ally
Save
Duration
Domain

Your symphony lifts listeners from their worldly concerns.

Attempt a Performance check to Counteract one of the following conditions affecting the target: Grabbed, Immobilized, Paralyzed, Restrained, Slowed, or Stunned.

If you fail, you can’t target that effect on the target for 1 day.

Use the condition’s source to determine the counteract DC (for example, the Escape DC for grabbed).

Heightened (9th) You can target up to four creatures.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Synaptic Pulse

30th July 2020 at 11:04pm
Concentrate Enchantment Incapacitation Manipulate Mental Occult Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
Range30 feet
Area30 foot Emanation
Target
Save Will
Duration1 round
Domain

You emit a pulsating mental blast that penetrates the minds of all enemies in the area.

Each creature in the area must attempt a Will save.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe creature is unaffected.
SuccessThe creature is Stunned 1.
FailureThe creature is Stunned 2.
Critical FailureThe creature is Stunned for 1 round.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Syncretism

31st July 2020 at 8:11pm
Class Cleric Feat

You have come to see the overlap between two deities’ teachings.

Choose a second deity. You must meet their alignment requirements, and you are subject to their edicts and anathema.

If you are a Cloistered Cleric, select one of that deity’s domains, gaining the benefits of the Expanded Domain Initiate feat with that domain.

If you are a Warpriest, you gain the favored weapon of that deity as a second favored weapon, and it gains the benefits of feats and abilities you have that affect your deity’s favored weapon, such as Deadly Simplicity.

If you have a different doctrine than cloistered cleric or warpriest, either apply whichever of the above options is most appropriate for your doctrine, or, at the GM’s discretion, add a benefit from the second deity more closely tied to your doctrine.

Feat Type Class
Level1
Requires
ClassCleric

Synesthesia

30th July 2020 at 11:07pm
Concentrate Divination Manipulate Mental Occult Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration1 minute
Domain

The target’s senses are suddenly rewired in unexpected ways, causing them to process noises as bursts of color, smells as sounds, and so on.

This has three effects, and the target must attempt a Will save.

Critical SuccessThe target is unaffected.
SuccessThe target is affected for 1 round.
FailureThe target is affected for 1 minute.
Critical FailureAs failure, and the target is Stunned 2 as it attempts to process the sensory shifts.
  • Due to the distraction, the target must succeed at a DC 5 flat check each time it uses a Concentrate action, or the action fails and is wasted.
  • The target’s difficulty processing visual input makes all creatures and objects Concealed from it.
  • The creature has trouble moving, making it Clumsy 3 and giving it a –10-foot status penalty to its Speeds.

Heightened (9th) You can target up to five creatures.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Take Cover

20th July 2020 at 10:52pm
Action

Requirements: You are benefiting from cover, are near a feature that allows you to take cover, or are Prone.

You press yourself against a wall or duck behind an obstacle to take better advantage of Cover.

If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid detection.

Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead).

This lasts until you move from your current space, use an attack action, become Unconscious, or end this effect as a Free action.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Take its Course

6th August 2020 at 6:28pm
Cleric Concentrate Focus Spell Manipulate Necromancy Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal 1 Focus Point
Cast Time
RangeTouch
Area
Target1 creature
Save Will
Duration
DomainIndulgence

When someone has overindulged, you can hasten them past the worst of their affliction or intensify their misery.

This spell attempts to progress a Disease affliction, a Poison affliction, or persistent poison damage affecting the target. If the target is affected by more than one of these, you can choose from among those you are aware of; otherwise the GM chooses randomly.

An unwilling target can attempt a Will save to negate take its course.

The effect of this spell depends on whether you’re attempting to end an affliction or persistent poison damage, and whether you are attempting to help or hinder the target’s recovery.

  • Affliction The target immediately attempts its next saving throw against the affliction. You can grant the creature your choice of a +2 status bonus or a –2 status penalty to its saving throw against the affliction.
  • Persistent Poison You can cause the target take the persistent poison damage immediately when you Cast this Spell (in addition to taking it at the end of its next turn). Whether or not you do so, the target attempts an additional flat check against the persistent poison damage. You can set the DC of that flat check to 5 or 20 instead of the normal DC.

Heightened (7th) You can attempt to progress any number of the target’s eligible afflictions and persistent poison damage.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Taldan Schemer

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Constitution
SkillDiplomacy
LorePolitics
FeatHobnobber

Talking Corpse

30th July 2020 at 11:09pm
Concentrate Divine Manipulate Material Necromancy Occult Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal Material
Cast Time10 minutes
RangeTouch
Area
Target1 corpse
Save Will
Duration10 minutes
Domain

You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it.

This spell calls on the physical body’s latent memories rather than summoning back the deceased’s spirit, so the corpse must be mostly intact for the spell to function.

The more damage the corpse has taken, the more inaccurate or patchwork its answers are, and it must have a throat and mouth to speak at all.

If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails.

The corpse can attempt a Will save to resist answering the questions using the statistics of the original creature at its time of death, with the following effects:

Critical SuccessThe target can lie or refuse to answer your questions, and the target’s spirit haunts you for 24 hours, bothering you and causing you to be unable to gain any rest for that time.
SuccessThe target can provide false information or refuse to answer your questions.
FailureThe target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell’s duration runs out before you can ask all your questions.
Critical FailureAs failure, but the target’s answers are more direct and less repetitive, though still cryptic. It takes a –2 status penalty to Deception checks to deceive or mislead you.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Taloned Tengu

1st August 2020 at 10:54pm
Heritage Tengu

You gain a talons unarmed attack that deals 1d4 slashing damage.

Your talons are in the brawling group and have the Agile, Finesse, Unarmed, and Versatile piercing traits.

Tanglefoot

30th July 2020 at 11:11pm
Arcane Cantrip Concentrate Conjuration Manipulate Plant Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
Duration
Domain

A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target.

Attempt a spell attack against the target.

Critical SuccessThe target gains the Immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
SuccessThe target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
FailureThe target is unaffected.
Critical Failure

Heightened (2nd) The effects last for 2 rounds.

Heightened (4th) The effects last for 1 minute.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Tangling Creepers

30th July 2020 at 11:13pm
Concentrate Conjuration Manipulate Material Plant Primal Somatic Spell Verbal

Level6
Components Somatic Verbal Material
Cast Time
Range500 feet
Area40 foot Burst
Target
Save
Duration10 minutes
Domain

Dense, twitching creepers sprout from every surface and fill any bodies of water in the area.

Any creature moving on the land, or Climbing or Swimming within the creepers, takes a –10- foot circumstance penalty to its Speeds while in the area.

Once per round, you can make a vine lash out from any square within the expanse of creepers by using a single action, which has the Concentrate trait. This vine has a 15-foot reach and makes a melee unarmed attack using your spell attack modifier.

If the attack succeeds, the vine pulls the target into the creepers and makes it Immobilized for 1 round or until the creature Escapes (against your spell DC), whichever comes first.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Tax Collector

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesCharisma Strength
SkillIntimidation
Lore*Per Settlement
FeatQuick Coercion

Teacher

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesIntelligence Wisdom
SkillPerformance Society
LoreAcademia
FeatExperienced Professional

Telekinetic Haul

30th July 2020 at 11:15pm
Arcane Concentrate Evocation Manipulate Occult Somatic Spell Verbal

Level5
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 object of up to 80 Bulk with no dimension longer than 20 feet
Save
DurationSustained up to 1 minute
Domain

You move the target up to 20 feet, potentially suspending it in midair.

When you Sustain the Spell, you can do so again, or you can choose a different eligible target to move.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Telekinetic Maneuver

30th July 2020 at 11:21pm
Arcane Attack Concentrate Evocation Force Manipulate Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range60 feet
Area
Target1 creature
Save
Duration
Domain

With a rush of telekinetic power, you move a foe or something they carry.

You can attempt to Disarm, Shove, or Trip the target using a spell attack roll instead of an Athletics check.

ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.
ChromaWall14ForceStopped by Yellow wall.

Telekinetic Projectile

1st August 2020 at 4:17pm
Arcane Attack Cantrip Concentrate Evocation Manipulate Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save
Duration
Domain

You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target.

Make a spell attack roll against the target.

If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier.

No specific traits or magic properties of the hurled item affect the attack or the damage.

You deal double damage on a critical.

Heightened (+1) The damage increases by 1d6.

ArcaneThis spell can be identified using Arcana.
AttackThis is affected by Multiple Attack Penalty.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.

Telepathic Bond

6th August 2020 at 12:15am
Arcane Concentrate Divination Manipulate Material Mental Occult Somatic Spell Uncommon Verbal

Level5
Components Somatic Verbal Material
Cast Time
RangeTouch
Area
TargetYou and up to 4 Willing creatures Touched
Save
Duration8 hours
Domain

The targets can communicate telepathically with any or all of the other targets from any point on the same planet.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Telepathic Demand

6th August 2020 at 12:15am
Arcane Concentrate Divine Enchantment Incapacitation Linguistic Manipulate Material Mental Occult Somatic Spell Verbal

Level9
Components Somatic Verbal Material
Cast Time
RangePlanetary
Area
Target1 creature you've telepathically contacted before
Save Will
DurationVaries
Domain

You send the target a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer.

Your message is insidious and has the effect of Suggestion, with the message substituting for the spoken suggestion.

On a successful save, the target is temporarily immune for 1 day, and on a critical success, the target is temporarily immune for 1 month.

You can target a creature only if you have previously been in telepathic contact with it before, such as via the Telepathy spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
IncapacitationThis has reduced effect against creatures of higher level.
LinguisticYour target must be able to understand your language.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Telepathy

2nd August 2020 at 11:55pm
Ability Aura Divination Magical

A creature with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language.

This doesn’t give any special access to their thoughts, and communicates no more information than normal speech would.

ChromaWall57DivinationBlocked by Indigo wall.

Telepathy (Spell)

30th July 2020 at 11:29pm
Arcane Concentrate Divination Linguistic Manipulate Mental Occult Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes
Domain

You can communicate telepathically with creatures within 30 feet.

Once you establish a connection by communicating with a creature, the communication is two-way.

You can communicate only with creatures that share a language with you.

Heightened (6th) Telepathy loses the linguistic trait. You can communicate telepathically with creatures using shared mental imagery even if you don’t share a language.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
LinguisticYour target must be able to understand your language.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Teleport

30th July 2020 at 11:32pm
Arcane Concentrate Conjuration Manipulate Material Occult Somatic Spell Teleportation Uncommon Verbal

Level6
Components Somatic Verbal Material
Cast Time10 minutes
Range100 miles
Area
TargetYou and up 4 targets touched, either Willing creatures or objects roughly the size of a creature.
Save
Duration
Domain

You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features).

Incorrect knowledge of the location’s appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM.

Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM.

For short journeys, this lack of precision is irrelevant, but for long distances this could be up to 1 mile.

Heightened (7th) You and the other targets can travel to any location within 1,000 miles.

Heightened (8th) You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.

Heightened (9th) You and the other targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location’s position and appearance, you arrive on the new planet 100 miles off target.

Heightened (10th) As the 9th-level version, but you and the other targets can travel to any planet within the same galaxy.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Temperature Effects

1st August 2020 at 8:28pm
Rule
CategoryTemperatureFatigueDamage
Incredible cold–80º F or colder2 hoursModerate (4-6d6) cold every minute
Extreme cold–79º F to –20º F4 hoursMinor (1-2d6) cold every 10 minutes
Severe cold–21º F to 12º F4 hoursMinor (1-2d6) cold every hour
Mild cold13º F to 32º F4 hoursNone
Normal33º F to 94º F8 hoursNone
Mild heat95º F* to 104º F*4 hoursNone
Severe heat105º F* to 114º F4 hoursMinor (1-2d6) fire every hour
Extreme heat115º F to 139º F4 hoursMinor (1-2d6) fire every 10 minutes
Incredible heat140º F or warmer2 hoursModerate (4-6d6) fire every minute

Adjust temperatures down by 15º in areas of high humidity.

Forge DwarfTemperature EffectsReduces heat effects by one level.

Tempest Surge

6th August 2020 at 9:27pm
Air Concentrate Druid Electricity Evocation Focus Spell Manipulate Somatic Spell Uncommon Verbal

Level1
Components Somatic Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 creature
Save Reflex
Duration
Domain

You surround a foe in a swirling storm of violent winds, roiling clouds, and crackling lightning.

The storm deals 1d12 Electricity damage. The target must attempt a basic Reflex save. On a failure, the target also is Clumsy 2 for 1 round and takes 1 persistent electricity damage.

Heightened (+1) The initial damage increases by 1d12, and the persistent electricity damage on a failure increases by 1.

AirThis may not work in vacuum or without air.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ElectricityStopped by Yellow wall.

Temporary Tool

3rd August 2020 at 12:25am
Arcane Conjuration Spell

Level1
Components
Cast Time1 minute
Range
Area
Target
Save
DurationUntil used or 1 minute
Domain

You conjure a temporary simple tool, such as a shovel or rope into your hands.

It lasts until it is used for a single activity or for 1 minute, whichever comes first, after which it disappears.

The tool is obviously temporarily conjured, and thus can’t be sold or passed off as a genuine item.

The book lists no components for this spell, but it is unlikely to be used in encounter mode.

ArcaneThis spell can be identified using Arcana.
StupefiedSpellRisk of casting disruption on flat check.

Tempt Fate

6th August 2020 at 6:31pm
Cleric Divination Focus Spell Fortune Manipulate Reaction Somatic Spell Uncommon

Level4
Components Somatic 1 Focus Point
Cast Time
Range120 feet
Area
TargetThe triggering creature
Save
Duration
DomainFate

Trigger You or an ally within range attempts a saving throw.

You twist the forces of fate to make a moment dire or uneventful, with no in-between.

The target gains a +1 status bonus to the triggering saving throw.

If the saving throw’s result is a success, it becomes a critical success.

If it’s a failure, it becomes a critical failure, and the critical failure can’t be reduced by abilities that usually reduce critical failure, such as improved evasion.

If the triggering ability did not have both a critical success and critical failure condition, tempt fate fails, but you don’t expend the Focus Point for Casting this Spell.

Heightened (8th) The bonus on the saving throw is +2.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
FortuneDoesn't stack with other Fortune effects, and cancels with Misfortune.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.
Faerie DustReactionCan't be used while affected.

Tenacious Toxins

30th July 2020 at 1:48pm
Alchemist Class Feat

Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer.

The maximum duration of any poison you create increases by an amount equal to the poison’s stage 1 interval, to a maximum of twice the poison’s maximum duration.

Feat Type Class
Level4
Requires
ClassAlchemist

Tengu

1st August 2020 at 10:48pm
Ancestry Humanoid Tengu Uncommon
Base HP6
SizeMedium
Speed25
BoostsDexterity Free
Flaws
LanguagesCommon Tengu

Special Abilities

Heritages

Jinxed TenguIf you succeed at a saving throw against a Curse or Misfortune effect, you get a critical success instead. When you would gain the Doomed condition, attempt a DC 17 flat check. On a success, reduce the value of the doomed condition you would gain by 1.
Mountainkeeper TenguYou can cast the Disrupt Undead cantrip as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. Each time you cast a spell from a tengu heritage or ancestry feat, you can decide whether it’s a divine or primal spell.
Skyborn TenguYou take no damage from Falling, regardless of the distance you fall.
Stormtossed TenguYou gain electricity resistance equal to half your level (minimum 1). You automatically succeed at the flat check to target a Concealed creature if that creature is concealed only by rain or fog.
Taloned TenguYou gain a talons unarmed attack that deals 1d4 slashing damage. Your talons are in the brawling group and have the Agile, Finesse, Unarmed, and Versatile piercing traits.

Level 1 Tengu Feats

Level 5 Tengu Feats

Level 9 Tengu Feats

Level 13 Tengu Feats

Level 17 Tengu Feats

UncommonYou can't normally gain this by character advancement.

Terrain Expertise

26th July 2020 at 1:35am
Feat General Skill

Prerequisites Trained in Survival.

Your experience in navigating a certain type of terrain makes you supremely confident while doing so.

You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.

You can select this feat more than once, choosing a different type of terrain each time.

Feat Type Skill
Level1
Skill Survival
RequirementT
Requires

Terrain Stalker

26th July 2020 at 1:36am
Feat General Skill

Prerequisites Trained in Stealth.

Select one type of difficult terrain from the following list: rubble, snow, or underbrush.

While Undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement.

This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.

You can select this feat multiple times. Each time, choose a different type of terrain.

Feat Type Skill
Level1
Skill Stealth
RequirementT
Requires

Terrified Retreat

26th July 2020 at 1:36am
Feat General Skill

Prerequisites Master in Intimidation.

When you critically succeed at the Demoralize action, if the target’s level is lower than yours, the target is Fleeing for 1 round.

Feat Type Skill
Level7
Skill Intimidation
RequirementM
Requires

Terrifying Resistance

30th July 2020 at 1:30pm
Feat General Skill

The spells of those you have Demoralized are less effective on you.

If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature’s spells.

Feat Type Skill
Level2
Skill Intimidation
RequirementE
Requires

Tether

3rd August 2020 at 12:27am
Abjuration Arcane Concentrate Manipulate Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Reflex
Duration1 minute
Domain

You use magical chains, vines, or other tethers to bind your target to you.

The creature can still try to Escape, and it or others can break the tethers by attacking them (the tethers have AC 15 and 10 Hit Points).

You must stay within 30 feet of the target while it is tethered; moving more than 30 feet away from your target ends the spell.

The target must attempt a Reflex save.

The original Duration text implies that you can Dismiss the spell.

Heightened (+1) The tethers’ AC increases by 3 and their Hit Points increase by 10.

Critical SuccessThe target is unaffected.
SuccessThe target takes a –5-foot circumstance penalty to its Speed as long as it is within 30 feet of you.
FailureThe target takes a –10-foot circumstance penalty to its Speed and cannot move more than 30 feet away from you until it Escapes or the spell ends.
Critical FailureThe target is Immobilized until it Escapes or the spell ends.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Thassilonian Traveler

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Intelligence
SkillArcana
LoreThassilon
FeatDubious Knowledge

Thickcoat Shoony

6th August 2020 at 5:07pm
Heritage Shoony

You gain cold resistance equal to half your level (minimum 1), and you treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on). You don’t need to succeed at a flat check to target a Concealed creature if that creature is concealed only by snow. Unless you wear protective gear or take shelter, environmental heat effects are one step more extreme for you.

Thievery

7th July 2020 at 12:18am
Skill

Key Ability Dexterity.

You are trained in a particular set of skills favored by thieves and miscreants.

Actions for this skill:

Feats for this skill:

DexterityThieveryKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.

Thirst

18th July 2020 at 10:55pm
Rule

Typically characters eat and drink enough to survive comfortably.

When they can’t, they’re Fatigued until they do.

After 1 day + a creature’s Constitution modifier without water, it takes 1d4 damage each hour that can’t be healed until it quenches its thirst.

Cup of DustThirstThirst can't be quenched while spell is in effect.

Thorough Search

30th July 2020 at 1:31pm
Feat General

You take your time searching to ensure you find everything.

When Searching, you can take twice as long to search. Normally this means you Search at up to one quarter of your Speed, to a maximum of 150 feet per minute to check everything, or 75 feet per minute to check everything before you walk into it.

If you do, you gain a +2 circumstance bonus to your Perception checks to Seek.

Feat Type General
Level3
Requires

Thoughtful Gift

1st August 2020 at 7:27pm
Arcane Conjuration Divine Manipulate Occult Somatic Spell Teleportation

Level1
Components Somatic
Cast Time
Range120 feet
Area
Target1 willing creature
Save
Duration
Domain

You teleport one object of light or negligible Bulk held in your hand to the target.

The object appears instantly in the target’s hand, if they have a free hand, or at their feet if they don’t.

The target knows what object you are attempting to send them. If the target is unconscious or refuses to accept your gift, or if the spell would teleport a creature (even if the creature is inside an extradimensional container), the spell fails.

Heightened (3rd) The spell’s range increases to 500 feet.

Heightened (5th) As 3rd level, and the object’s maximum Bulk increases to 1. You can Cast the Spell with 3 actions instead of 1; doing so increases the range to 1 mile and you don’t need line of sight to the target, but you must be extremely familiar with the target.

ArcaneThis spell can be identified using Arcana.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Thrash

25th July 2020 at 6:02pm
Action Barbarian Class Feat Rage

Requirements You have a foe Grabbed.

You thrash the grabbed foe around.

It takes bludgeoning damage equal to your Strength modifier plus your ferocious specialization damage plus your Rage damage.

The foe must attempt a basic Fortitude save against your class DC.

Actions 1
Time
Free Hands
Skill
DefenseFortitude
Tool
Sub-actions
Feat Type Class
Level8
Requires
ClassBarbarian
RageYou have to be raging to use this.

ThreeAction

22nd July 2020 at 10:39pm

Threefold Aspect

6th August 2020 at 12:15am
Concentrate Manipulate Material Occult Polymorph Primal Somatic Spell Transmutation Verbal

Level3
Components Somatic Verbal Material
Cast Time1 minute
Range
Area
Target
Save
DurationUntil the next time you make your daily preparations
Domain

This spell allows you to change between three versions of yourself of different ages: a maiden (young adult), a mother (adult), or a matriarch (elderly).

Choose one when you Cast the Spell.

While the spell lasts, you can change the age to any of the three or to your natural age with a single action, which has the Concentrate trait.

Your form always looks like you regardless of the age, and creatures who know you still recognize you and can tell your age is different.

Threefold aspect alters your physical appearance and personality to present an authentic version of yourself at various ages.

This grants you a +4 status bonus to Deception checks to pass as the chosen age, and you can add your level as a proficiency bonus to these checks even if you’re untrained.

Furthermore, unless a creature specifically uses a Seek action or otherwise carefully examines you, it doesn’t get a chance to notice that you aren’t at your true age.

You can Dismiss this spell.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Throw Rock

27th June 2020 at 9:14pm
Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Throw Rock is a monster ability. Player characters who choose to throw rocks use the regular rules for thrown weapons.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions

Thrown

7th July 2020 at 12:47am
Weapon Trait

You can throw this weapon as a ranged attack.

A thrown weapon adds your Strength modifier to damage just like a melee weapon does.

When this trait appears on a melee weapon, it also includes the range increment.

Ranged weapons with this trait use the range increment specified in the weapon’s Range entry.

Thrune Loyalist

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Intelligence
SkillReligion
LoreHell
FeatStudent of the Canon

Thuvian Unifier

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Strength
SkillIntimidation
LorePolitics
FeatQuick Coercion

Tidal Surge

6th August 2020 at 6:32pm
Cleric Evocation Focus Spell Manipulate Somatic Spell Uncommon Water

Level1
Components Somatic 1 Focus Point
Cast Time
Range60 feet
Area
Target1 creature
Save Fortitude
Duration
DomainWater

You call forth a tremendous wave to move the target either in a body of water or on the ground.

The target must attempt a Fortitude save.

Critical Success
Success
FailureYou move the target 5 feet in any direction along the ground or 10 feet in any direction through a body of water.
Critical FailureYou move the target up to 10 feet in any direction along the ground or 20 feet in any direction through a body of water.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Time

4th August 2020 at 9:32pm
Domain

You reign over the flow of time.

Basic Domain Spell:

Advanced Domain Spell:

Time Beacon

5th August 2020 at 11:31pm
Arcane Divination Manipulate Material Occult Spell

Level7
Components Material
Cast Time
Range
Area
Target
Save
DurationUntil the end of your turn
Domain

You create a beacon in time, intending to return to it if things go wrong.

You can cast time beacon on only your turn.

Keep careful track of everything that happens this turn after you cast time beacon.

At the end of your turn, you can choose to rewind time back to just after you cast time beacon, removing all effects of your turn since then.

Curses, traps, and other harmful effects that happen during your turn might prevent you from returning to the beacon if they are powerful enough.

If you suffered any harmful effects during your turn after casting time beacon, to return to your beacon, time beacon attempts a Counteract check against each such effect. If it fails at any of these checks, you can’t return.

ArcaneThis spell can be identified using Arcana.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Time Stop

30th July 2020 at 11:40pm
Arcane Concentrate Manipulate Material Occult Somatic Spell Transmutation Verbal

Level10
Components Somatic Verbal Material
Cast Time
Range
Area
Target
Save
Duration
Domain

You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all.

Immediately after casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each.

After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage.

All other creatures and objects are invulnerable to your attacks, and you can’t target or affect them with anything.

Once you have finished your actions, time begins to flow again for the rest of the world.

If you created an effect with a duration that extends beyond the time stop’s duration, such as Wall of Fire, it immediately affects others again, but it doesn’t have any of the effects that happen only when you first cast the spell.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Tinker

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesDexterity Intelligence
SkillCrafting
LoreEngineering
FeatSpeciality Crafting

Titan Wrestler

26th July 2020 at 1:37am
Feat General Skill

Prerequisites Trained in Athletics.

You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.

Feat Type Skill
Level1
Skill Athletics
RequirementT
Requires

Toggle Animal Vision

10th July 2020 at 8:49pm
Action Concentrate Implied

From Animal Vision:

While tapping into the target's senses, you can't use your own body's senses, but you can change back and forth from your body's senses to the target's senses using a single action, which has the Concentrate trait.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.

Tongues

30th July 2020 at 11:44pm
Arcane Concentrate Divination Divine Manipulate Occult Somatic Spell Uncommon Verbal

Level5
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration1 hour
Domain

The target can understand all words regardless of language and also speak the languages of other creatures.

When in a mixed group of creatures, each time the target speaks, it can choose a creature and speak in a language that creature understands, even if the target doesn’t know what language that is.

Heightened (7th) The duration is 8 hours.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Torch

20th July 2020 at 9:27pm

A torch sheds bright light in a 20-foot radius (and Dim Light to the next 20 feet). It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.

TorchLight

20th July 2020 at 9:27pm

A torch sheds bright light in a 20-foot radius (and Dim Light to the next 20 feet).

Touch

29th July 2020 at 10:41pm
Rule

A spell with a range of touch requires you to physically touch the target.

You use your unarmed reach to determine whether you can touch the creature.

You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll.

If an ability increases the range of a touch spell, start at 0 feet and increase from there.

Touch of Corruption

3rd August 2020 at 7:45pm
Champion Focus Spell Manipulate Necromancy Negative Somatic Spell Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
RangeTouch
Area
Target1 Willing Undead creature or 1 living creature
Save Fortitude
Duration
Domain

You infuse the target with negative energy.

If the target is living, this deals 1d6 negative damage (basic Fortitude save); on a failed save, the target also takes a –2 status penalty to AC for 1 round.

If the target is a willing undead creature, the target instead regains 6 Hit Points, and if you are the undead target, you also gain a +2 status bonus to damage rolls for 1 round.

Heightened (+1) Increase the damage dealt to a living creature by 1d6 or increase the Hit Points regained by undead by 6.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14NegativeStopped by Yellow wall.

Touch of Idiocy

30th July 2020 at 11:46pm
Arcane Concentrate Enchantment Manipulate Mental Occult Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 living creature
Save Will
Duration1 minute
Domain

You dull the target's mind.

The target must attempt a Will save.

Critical Success
SuccessThe target is unaffected.
FailureThe target is Stupefied 2.
Critical FailureThe target is Stupefied 4.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Touch of Obedience

6th August 2020 at 6:35pm
Cleric Enchantment Focus Spell Manipulate Mental Somatic Spell Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
RangeTouch
Area
Target1 living creature
Save Will
Duration
DomainTyranny

Your imperious touch erodes the target’s willpower, making it easier to control.

The target attempts a Will save.

Critical SuccessThe target is unaffected.
SuccessThe target is Stupefied 1 until the end of your current turn.
FailureThe target is Stupefied 1 until the end of your next turn.
Critical FailureThe target is Stupefied 1 for 1 minute.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Touch of the Moon

6th August 2020 at 6:40pm
Cleric Enchantment Focus Spell Light Manipulate Somatic Spell Uncommon

Level4
Components Somatic 1 Focus Point
Cast Time
Range
Area
Target1 creature
Save
Duration1 minute
DomainMoon

When you touch the target, a symbol of the moon appears on its forehead, glowing with soft moonlight.

The target glows with Dim Light in a 20-foot radius.

It also gets a benefit based on a phase of the moon, starting with the new moon and changing to the next phase at the end of each of its turns.

  • New Moon The target receives no benefit.
  • Waxing Moon The target gains a +1 status bonus to attack rolls and a +4 status bonus to damage rolls.
  • Full Moon The target gains a +1 status bonus to attack rolls, AC, and saving throws and a +4 status bonus to damage rolls.
  • Waning Moon The target gains a +1 status bonus to AC and saving throws. After this phase, return to the new moon.

The actual phase of the moon in the game world does not affect this spell.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Touch of Undeath

6th August 2020 at 9:02pm
Cleric Focus Spell Manipulate Necromancy Negative Somatic Spell Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
RangeTouch
Area
Target1 living creature
Save Fortitude
Duration
Domain

You attack the target’s life force with undeath, dealing 1d6 Negative damage.

The target must attempt a Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target takes half damage.
FailureThe target takes full damage, and positive effects heal it only half as much as normal for 1 round.
Critical FailureThe target takes double damage, and positive effects heal it only half as much as normal for 1 minute.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14NegativeStopped by Yellow wall.

Touched by Dahak

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Age Of Ashes 6.

Stat ChoicesCharisma Strength
SkillAthletics
LoreDragon
FeatTitan Wrestler

Tough Tumbler

6th August 2020 at 5:28pm
Ancestry Feat Shoony

You’ve taken your share of licks while scurrying around the battlefield and know how to defend yourself against opportunistic attackers.

Your movement ends only when you critically fail an Acrobatics check to Tumble Through an enemy’s space (or when you don’t have enough Speed to move all the way through its space).

You still trigger reactions on a failure to Tumble Through, but you gain a +1 circumstance bonus to AC against attacks that you trigger in this way.

Feat Type Ancestry
AncestryShoony
Level5
RequiresScamper Underfoot

Toughness

2nd July 2020 at 8:40pm
Feat General

You can withstand more punishment than most before succumbing.

Increase your maximum Hit Points by your level.

This is recalculated whenever your level increases; ie, you gain 1 extra hit point per level.

The DC of your Recovery Checks is equal to 9 plus your Dying value.

Feat Type General
Level1
Requires

Toxicologist

6th August 2020 at 11:15pm
Alchemist Splat

You specialize in toxins and venoms of all types.

Level 1: You start with the formulas for two common 1st-level alchemical poisons in your formula book, in addition to your other formulas.

Level 1: You can apply an injury poison you’re holding to a weapon you’re wielding as a single action, rather than as a 2-action activity, and you can change the DCs of your infused poisons to your class DC if it’s higher.

Level 5: When using Advanced Alchemy to make poisons during your daily preparations, you can spend one batch of reagents to create three poisons in any combination, instead of just two of the same poison.

Level 15: You can apply two different injury poisons to the same weapon, though not to a piece of ammunition. The two poisons can be up to six levels lower than your level, and you can’t use the poisons made without spending a batch of infused reagents via Perpetual Infusions.

Applying the two poisons requires a separate action to apply each poison. Once completed, you combine the two poisons on the weapon into a double poison with the lower of the two poisons’ DCs. This double poison is only virulent if both poisons were virulent, and if the poisons have a different number of stages, the double poison has a number of stages equal to the poison with the lower number of stages. The target takes the effects of both poisons for its current stage.

Track

25th July 2020 at 3:52pm
Action Concentrate Exploration Move Trained

You follow tracks, moving at up to half your travel Speed.

After a successful check to Track, you can continue following the tracks at half your Speed without attempting additional checks for up to 1 hour.

In some cases, you might Track in an encounter. In this case, Track is a single action and doesn’t have the exploration trait, but you might need to roll more often because you’re in a tense situation.

The GM determines how often you must attempt this check. You attempt your Survival check when you start Tracking, once every hour you continue tracking, and any time something significant changes in the trail.

The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground. If whatever you are tracking used Cover Tracks, their Survival DC is used instead if it is higher.

Critical Success
SuccessYou find the trail or continue to follow the one you’re already following.
FailureYou lose the trail but can try again after a 1-hour delay.
Critical FailureYou lose the trail and can’t try again for 24 hours.
Actions 1
Time
Free Hands
SkillSurvival 
Defense
Tool
Sub-actions
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Experienced TrackerTrackCan track at full speed, with penalty if not Master.
Pass Without TraceTrackIncreases the DC to track the user.
Shifting SandTrackDestroys tracks in the affected area.
Slough SkinTrackIf target shed skin, +2 circumstance to track them.
SurvivalTrack
Terrain ExpertiseSurvival+1 circumstance in terrain you know.
WisdomSurvivalKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
ImmobilizedMoveCan't move.

Trade Consortium Underling

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesIntelligence Wisdom
SkillSociety
LoreBusiness
FeatExperienced Professional

Train Animal

25th July 2020 at 5:58pm
Action Downtime Feat General Manipulate Skill

You spend time teaching an animal to do a certain action.

You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action) or attempt to teach the animal a new basic action.

The GM determines the DC of any check required and the amount of time the training takes (usually at least a week).

It’s usually impossible to teach an animal a trick that uses critical thinking.

If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion.

Critical Success
SuccessThe animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll.
FailureThe animal doesn’t learn the trick.
Critical Failure
Actions
Time
Free Hands
SkillNature 
Defense
Tool
Sub-actions
Feat Type Skill
Level1
Skill
Requirement
Requires
ManipulateThis may provoke Attack of Opportunity and other reactions.
NatureTrain Animal
Unified TheoryNatureCan use Arcana instead for magic related checks.
WisdomNatureKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

TraitSummaryViewTemplate

7th August 2020 at 7:31pm
$:/tags/ViewTemplate

TraitWarnings

27th June 2020 at 11:42pm
yes

[tag[Recipe]]

Trample

4th July 2020 at 7:07pm
Action

The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, trampling each creature whose space it enters.

The monster can attempt to Trample the same creature only once in a single use of Trample.

The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC.

Actions 3
Time
Free Hands
Skill
DefenseReflex
Tool
Sub-actions

Transmutation

25th July 2020 at 12:00am
School

Transmutation spells make alterations to or transform the physical form of a creature or object.

The Morph and Polymorph traits appear primarily in transmutation spells.

True SeeingTransmutationRolls automatic Counteract check to see real form.

Transmute Rock and Mud

1st August 2020 at 7:34pm
Arcane Concentrate Earth Manipulate Material Primal Somatic Spell Transmutation Verbal

Level5
Components Somatic Verbal Material
Cast Time
Range60 feet
Area2 adjacent 10-foot cubes
Target
Save Reflex
Duration
Domain

You warp the structure of earthen material, turning rock into mud or mud into rock.

Choose one of these two options when you Cast the Spell.

Rock to Mud You transform non-magical, unworked, and unattended stone in the area into an equal volume of mud.

If you Cast this Spell on a stone floor, it becomes Difficult Terrain; if the resulting mud is at least 3 feet deep, it is greater difficult terrain, or the creature can try to Swim through it (DC 10 Athletics). If the mud is deep enough that a creature can’t reach the bottom, the creature must Swim to move through it.

If you Cast this Spell on a ceiling, the falling mud deals 8d6 bludgeoning damage (basic Reflex save) and spreads out, creating difficult terrain in an area 10 feet larger in radius than the original spell’s area.

Once the rock is transformed into mud, the mud is non-magical and remains until natural conditions cause it to dry out or otherwise disperse.

Mud to Rock Mud in the area turns into unworked stone.

If creatures are in the mud when it is transformed to stone, they must attempt a Reflex saving throw.

Critical SuccessThe creature escapes the mud and is atop the stone, unaffected.
SuccessThe creature climbs out of the mud as it turns to rock and is Prone atop the stone.
FailureThe creature is partially stuck in the mud and is Grabbed for 1 round or until it Escapes, whichever comes first.
Critical FailureThe creature is entirely stuck. It is Restrained for 1 round or until it Escapes, whichever comes first.

Heightened (+2) Add an additional 10-foot cube to the area, adjacent to at least one of the other cubes.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Travel

4th August 2020 at 9:17pm
Domain

You have power over movement and journeys.

Basic Domain Spell: Agile Feet

Advanced Domain Spell: Traveler's Transit

Traveler's Transit

6th August 2020 at 7:00pm
Cleric Concentrate Evocation Focus Spell Manipulate Somatic Spell Uncommon Verbal

Level4
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 minute
DomainTravel

You add power to your muscles, allowing you to swim or climb walls with ease.

When you cast this spell, you gain either a climb Speed or a swim Speed.

The Speed is equal to your land Speed.

Heightened (5th) You can choose to gain a fly Speed.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Treat Disease

25th July 2020 at 3:32pm
Action Downtime Manipulate Trained

Requirements You have Healer’s Tools.

You spend at least 8 hours caring for a diseased creature.

Attempt a Medicine check against the disease’s DC.

After you attempt to Treat a Disease for a creature, you can’t try again until after that creature’s next save against the disease.

If you have Ward Medic, you can treat several targets at the same time.

Critical SuccessYou grant the creature a +4 circumstance bonus to its next saving throw against the disease.
SuccessYou grant the creature a +2 circumstance bonus to its next saving throw against the disease.
Failure
Critical FailureYour efforts cause the creature to take a –2 circumstance penalty to its next save against the disease.
Actions
Time
Free Hands
SkillMedicine 
Defense
ToolHealer's Tools
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
InoculationTreat DiseaseRecovered patient gets a bonus vs being re-infected.
Robust RecoveryTreat DiseaseIncreases bonus on success to +4 and promotes save.
Ward MedicTreat DiseaseAllows treating 2/4/8 targets.
MedicineTreat Disease
ChirurgeonMedicineCan use Crafting in place of Medicine.
WisdomMedicineKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Treat Poison

25th July 2020 at 3:53pm
Action Manipulate Trained

Requirements You have Healer's Tools.

You treat a patient to prevent the spread of poison.

Attempt a Medicine check against the poison’s DC.

After you attempt to Treat a Poison for a creature, you can’t try again until after the next time that creature attempts a save against the poison.

Actions 1
Time
Free Hands
SkillMedicine 
Defense
ToolHealer's Tools
Sub-actions
ManipulateThis may provoke Attack of Opportunity and other reactions.
TrainedYou must be trained in the relevant skill to use this. Having Untrained Improvisation is not sufficient.
Robust RecoveryTreat PoisonIncreases bonus on success to +4 and promotes save.
MedicineTreat Poison
ChirurgeonMedicineCan use Crafting in place of Medicine.
WisdomMedicineKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Treat Wounds

25th July 2020 at 3:53pm
Action Exploration Healing Manipulate

You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose).

The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes). Continual Recovery reduces this to only 10 minutes.

The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds.

If you’re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you’re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.

If you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.

The result of your Medicine check determines how many Hit Points the target regains.

If you have Natural Medicine, you can use Nature instead of Medicine.

Battle Medicine can allow you to treat wounds in Encounter Mode.

If you have Ward Medic, you can treat several targets at the same time.

Actions
Time
Free Hands
SkillMedicine 
Defense
ToolHealer's Tools
Sub-actions
ExplorationThis can only be used in Exploration Mode, not Encounter Mode (ie, not combat).
ManipulateThis may provoke Attack of Opportunity and other reactions.
Battle MedicineTreat WoundsCan use this as a combat action 1/day.
Godless HealingBattle MedicineReduce immunity to 1 hour.
Continual RecoveryTreat WoundsReduces immunity time to 10 minutes.
Godless HealingTreat WoundsGain 5 extra HP.
Mortal HealingTreat WoundsPromotes successes if target hasn't had divine healing.
Natural MedicineTreat WoundsCan use Nature instead of Medicine.
Risky SurgeryTreat WoundsDamage the patient first to get +2 circumstance and promotion.
Ward MedicTreat WoundsAllows treating 2/4/8 targets.
MedicineTreat Wounds
ChirurgeonMedicineCan use Crafting in place of Medicine.
WisdomMedicineKey ability for this skill.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Tree Shape

30th July 2020 at 11:48pm
Concentrate Manipulate Plant Polymorph Primal Somatic Spell Transmutation Verbal

Level2
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration8 hours
Domain

You transform into a Large tree.

Perception checks don’t reveal your true nature, but a successful Nature or Survival check against your spell DC reveals that you appear to be a tree that is strangely new to the area.

While in tree form, you can observe everything around you, but you can’t act other than to end the spell, and your turn, by using a single action, which has the Concentrate trait.

As a tree, your AC is 20, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties affect you.

Any successes and critical successes you roll on Reflex saves are failures.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Tree Stride

6th August 2020 at 12:10am
Concentrate Conjuration Manipulate Material Plant Primal Somatic Spell Teleportation Uncommon Verbal

Level5
Components Somatic Verbal Material
Cast Time1 minute
Range
Area
Target
Save
Duration
Domain

You step into a living tree with a trunk big enough for you to fit inside it and instantly teleport to any tree of the same species within 5 miles that also has a sufficiently large trunk.

Once you enter the first tree, you instantly know the rough locations of other sufficiently large trees of the same species within range and can exit from the original tree, if you prefer.

You can’t carry extradimensional spaces with you; if you attempt to do so, the spell fails.

Heightened (6th) The tree you exit can be up to 50 miles away.

Heightened (8th) The tree you exit can be up to 500 miles away.

Heightened (9th) The tree you exit can be anywhere on the same planet.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Tremorsense

27th June 2020 at 9:15pm
Ability Sense

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement.

It is an Imprecise sense with a limited range (listed in the ability).

Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Trick Magic Item

19th July 2020 at 6:04pm
Action Feat General Manipulate Skill

Prerequisites Trained in Arcana, Nature, Occultism, or Religion.

You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll.

You must know what activating the item does, or you can’t attempt to trick it.

Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait.

The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).

If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.

Critical Success
SuccessFor the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
FailureYou can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical FailureYou can’t use the item, and you can’t try to trick it again until your next daily preparations.
Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Skill
Level1
Skill Arcana Nature Occultism Religion
RequirementT
Requires
ManipulateThis may provoke Attack of Opportunity and other reactions.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Trickery

4th August 2020 at 9:18pm
Domain

You deceive others and cause mischief.

Basic Domain Spell: Sudden Shift

Advanced Domain Spell: Trickster's Twin

Trickster's Twin

7th August 2020 at 12:08am
Cleric Concentrate Focus Spell Illusion Manipulate Material Spell Uncommon Verbal Visual

Level4
Components Verbal Material 1 Focus Point
Cast Time
Range30 feet
Area
Target
Save Will
Duration1 minute
DomainTrickery

You rarely settle for being in just one place.

Choose a location within 100 feet of the target that the target can see.

You create an illusion of yourself there that only it can see and that mimics all your actions.

The target must attempt a Will save.

Critical SuccessThe target is unaffected.
SuccessThe target believes you’re in the designated location and can’t see you in your actual location. The target automatically disbelieves the illusion when you use an action that doesn’t make sense in the illusion’s position, or if the target attacks, touches, Seeks, or otherwise engages with the illusion. If you use a Hostile Action against the target, the spell ends.
FailureAs success, but the target must succeed at a Will save to disbelieve the illusion when one of the listed events occurs.
Critical FailureAs success, but the target must critically succeed at a Will save to disbelieve when one of the listed events occurs.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.

Trigger

19th July 2020 at 7:33pm
Rule

If a spell is meant to respond only to certain events or under certain conditions—such as magic mouth—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate.

The spell activates as a Reaction when the spell’s sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as “red-haired dwarven women,” or it could be an observed action, such as “whenever someone enters the spell’s area.”

Disguises and illusions fool the spell as long as they appear to match its parameters.

For a spell to detect something visually, the spell’s origin point must have line of sight.

Darkness doesn’t prevent this, but invisibility does, as does a successful Stealth check to Hide (against the spell’s DC).

For auditory detection, line of sight isn’t necessary, though the sound must be audible at the spell’s origin point. A Stealth check to Sneak can fool the sensor.

Trip

25th July 2020 at 3:53pm
Action Attack Untrained

Requirements You have at least one hand free. Your target can’t be more than one size larger than you unless you have Titan Wrestler, in which case it can be two or three sizes larger depending on your proficiency in Athletics.

You try to knock an opponent to the ground.

Attempt an Athletics check against the target’s Reflex DC.

Critical SuccessThe target falls and lands Prone and takes 1d6 bludgeoning damage.
SuccessThe target falls and lands Prone.
Failure
Critical FailureYou lose your balance and fall and land Prone.
Actions 1
Time
Free Hands1
SkillAthletics 
DefenseReflex
Tool
Sub-actions
AttackThis is affected by Multiple Attack Penalty.
Brutal BullyTripAdds extra bludgeoning damage when raging.
GymnastTripGain Panache on success.
Rock DwarfTrip+2 circumstance to Fortitude/Reflex DC.
Telekinetic ManeuverTripUse spell attack instead of Athletics.
Titan WrestlerTripCan use on creatures 2-3 sizes larger.
AthleticsTrip
Athletic RushAthletics+2 status.
Song of StrengthAthletics+1 status on rolls, and DCs against athletics actions.
Inspire HeroicsSong of StrengthPerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
StrengthAthleticsKey ability for this skill.
EnfeebledStrengthReduces Strength by the condition value.
SickenedStrengthReduces Strength by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
Gaseous FormAttackPrevents attacking.
RestrainedAttackCan't use except to escape.

Trip (Trait)

7th July 2020 at 12:48am
Weapon Trait

You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand.

This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check.

If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Triple Time

3rd August 2020 at 7:11pm
Bard Cantrip Composition Emotion Enchantment Manipulate Mental Somatic Spell Uncommon

Level2
Components Somatic
Cast Time
Range
Area60 foot Emanation
Target
Save
Duration1 round
Domain

You dance at a lively tempo, speeding your allies’ movement.

You and all allies in the area gain a +10-foot status bonus to all Speeds for 1 round.

EmotionThis won't work on creatures with mechanical or artificial intelligence.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

True Debilitating Bomb

23rd July 2020 at 9:40pm
Alchemist Class Feat

Prerequisites Greater Debilitating Bomb

Ever inventive, you have discovered increasingly devastating ways for your bombs to impede and hamper your foes.

When you use Debilitating Bomb, add the following to the list of effects you can choose from: Enfeebled 2, Stupefied 2, or a –15-foot status penalty to Speeds.

If you instead apply one of the effects listed in Debilitating Bomb, the target avoids the effect only if the result of its saving throw is a critical success.

Feat Type Class
Level14
RequiresGreater Debilitating Bomb
ClassAlchemist

True Perception

30th July 2020 at 1:53am
Feat General Revelation

Your perceptive abilities and ability to process sensory information are so far beyond the pale that you notice minute discrepancies in all sorts of illusions and transmutations.

You are constantly under the effects of a 6th-level True Seeing spell, using your Perception modifier for the Counteract check.

Feat Type General
Level19
Requires

True Seeing

6th August 2020 at 7:06pm
Arcane Concentrate Divination Divine Manipulate Occult Primal Revelation Somatic Spell Verbal

Level6
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes
Domain

You see things within 60 feet as they actually are.

The GM rolls a Secret Counteract check against any Illusion or Transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a Polymorph spell, you can see the creature’s true form, but you don’t end the polymorph spell).

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

True Strike

30th July 2020 at 11:54pm
Arcane Concentrate Divination Fortune Occult Spell Verbal

Level1
Components Verbal
Cast Time
Range
Area
Target
Save
DurationUntil the end of your turn
Domain

A glimpse into the future ensures your next blow strikes true.

The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result.

The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being Concealed or Hidden.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FortuneDoesn't stack with other Fortune effects, and cancels with Misfortune.
OccultThis spell can be identified using Occultism.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
ChromaWall57DivinationBlocked by Indigo wall.

True Target

6th August 2020 at 12:13am
Concentrate Divination Fortune Prediction Spell Verbal

Level7
Components Verbal
Cast Time
Range60 feet
Area
Target1 creature
Save
DurationUntil the start of your next turn
Domain

You delve into the possible futures of the next few seconds to understand all the ways your target might avoid harm, then cast out a vision of that future to those around you.

On the first attack roll made against the target during true target’s duration, the attacker rolls twice and uses the better result.

The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the target being Concealed or Hidden.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FortuneDoesn't stack with other Fortune effects, and cancels with Misfortune.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
ChromaWall57DivinationBlocked by Indigo wall.

Truth

4th August 2020 at 9:18pm
Domain

You pierce lies and discover the truth.

Basic Domain Spell: Word of Truth

Advanced Domain Spell: Glimpse the Truth

Truth Seeker

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Age Of Ashes Player's Guide.

Stat ChoicesStrength Wisdom
SkillDeception
LorePolitics
FeatLie to Me

Tumble Through

25th July 2020 at 3:53pm
Action Move Untrained

You Stride up to your Speed.

During this movement, you can try to move through the space of one enemy. Attempt an Acrobatics check against the enemy’s Reflex DC as soon as you try to enter its space. You can Tumble Through using Climb, Fly, Swim, or another action instead of Stride in the appropriate environment.

Critical Success
SuccessYou move through the enemy’s space, treating the squares in its space as Difficult Terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to move all the way through its space, you get the same effect as a failure.
FailureYour movement ends, and you trigger reactions as if you had moved out of the square you started in.
Critical Failure
Actions 1
Time
Free Hands
SkillAcrobatics 
DefenseReflex
Tool
Sub-actions
PanacheTumble ThroughGain Panache on success, +1 circumstance with Panache.
BattledancerPanacheGet Panache from beating Will DC at Perform.
BraggartPanacheGet Panache from Demoralize.
Continuous FlairPanacheOut-of-combat panache gives +1 circumstance to panache actions.
FencerPanacheGain panache on Feint or Create Diversion.
GymnastPanacheGain Panache from Grapple, Shove or Trip.
Vivacious SpeedPanacheIncreases status bonus to speed.
WitPanacheGives Panache on successful Bon Mot.
Scamper UnderfootTumble Through+1 circumstance vs Medium or larger.
Shifting SandTumble Through-1 status in the area.
Tough TumblerTumble ThroughFail doesn't end movement and gives +1 circumstance AC vs reactions.
AcrobaticsTumble Through
DexterityAcrobaticsKey ability for this skill.
ClumsyDexterityGives status penalty to Dexterity equal to condition value.
FrightenedDexterityReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedDexterityReduces Dexterity by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
ImmobilizedMoveCan't move.

Turn

19th July 2020 at 6:16pm
Rule

Step 1: Start Your Turn

Many things happen automatically at the start of your turn— it’s a common point for tracking the passage of time for effects that last multiple rounds.

At the start of each of your turns, take these steps in any order you choose:

  • If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.
  • You can use 1 free action or reaction with a trigger of “Your turn begins” or something similar.
  • If you’re Dying, roll a Recovery Check (page 459).
  • Do anything else that is specified to happen at the start of your turn.

The last step of starting your turn is always the same: Regain your 3 actions and 1 reaction.

If you haven’t spent your reaction from your last turn, you lose it—you can’t “save” actions or reactions from one turn to use during the next turn.

If a condition prevents you from being able to act, you don’t regain any actions or your reaction.

Some abilities or conditions (such as quickened and slowed) can change how many actions you regain and whether you regain your reaction.

If you lose actions and gain additional actions (such as if you’re both quickened and slowed), you choose which actions to lose.

If you're Petrified or Unconscious, you can't act.

If you're Quickened, you gain one extra action at the start of your turn. There may be restrictions on what this action can be used for.

If you're Stunned, for each action you would otherwise gain, reduce your Stunned value by 1 and do not gain that action. When your Stunned value reaches 0, gain actions as normal.

If you're Slowed, reduce the number of actions you gain by your slowed value. Do this after counting off actions lost to being stunned. In the turn when your Stunned value reaches 0, count any actions lost to being Stunned as also lost to being Slowed.

Step 2: Act

You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can’t use a single action in the middle of performing a 2-action activity.

What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions.

Some effects might prevent you from acting. If you can’t act, you can’t use any actions, including reactions and free actions.

If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can’t, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.

Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature’s turn begins.

You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions.

If you're Confused, then you use all of your actions to attack random targets.

If you're Fleeing, then you use all your actions to run away from what you're fleeing from.

If you're Controlled, then you controller chooses how you act.

If you're Paralyzed, you can't take any actions other than mental ones.

Step 3: End Your Turn

Once you’ve done all the things you want to do with the actions you have available, you reach the end of your turn.

Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.

  • End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the Sustain a Spell action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0.
  • If you have a Persistent Damage condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the persistent damage. (This is usually a DC 15 flat check.) You then attempt any saving throws for ongoing Afflictions. Many other conditions change at the end of your turn, such as the Frightened condition decreasing in severity. These take place after you’ve taken any persistent damage, attempted flat checks to end the persistent damage, and attempted saves against any afflictions.
  • You can use 1 Free action or Reaction with a trigger of “Your turn ends” or something similar.
  • Resolve anything else specified to happen at the end of your turn.

The following things have effects at the start of the user's next turn after they are used:

IndestructibilityEffect wears off.
ParryCircumstance bonus to AC wears off.
Quick AlchemyCreated items lose their potency.
Raise a ShieldCircumstance bonus to AC wears off.
RegenerationRegain hit points from regeneration.
ShieldShield spell expires.
Spirit LinkYou transfer hit points to the target.
True TargetBonus to attack rolls wears off.

The following things have effects at the start of the target's next turn after they are used:

Acid StormCreatures inside storm take damage.
BlindnessWears off if the target's save was a success.
Cloak of ColorsBlinding or Stunning from the hit effect ends.
CloudkillCreatures in the cloud take poison damage.
Nature's EnmityTarget in area must check for swarming insects.
Possession (Spell)May need to make a Will save to resist possession.
Shifting SandCreatures on shifting ground must save.
Wall of FireTake fire damage if inside the wall.

The following things have effects at the end of the user's current turn:

BackswingCircumstance bonuses wear off.
BlinkUser vanishes and reappears 10' away in a random direction.
Call on Ancient BloodSave bonus wears off.
Create a DiversionDistraction wears off without Lengthy Diversion.
FeintTarget's flat-footed status ends on a regular success.
Moment of ClarityAbility to use non-rage Concentrate action ends.
Stinking CloudCreatures inside the mist must save.
Time BeaconUser can choose to rewind time.
Touch of ObedienceStupefaction of savers wears off.
Trick Magic ItemAn item is no longer tricked, or can be tricked again.
True StrikeBonus to attack rolls wears off.

The following things have effects at the end of the user's next turn:

Color SprayShort-term conditions end.
Crisis of FaithTarget's stupefaction and blocked casting wear off.
Debilitating BombEffects of Debilitating Bomb on target wear off.
Enduring AlchemyCreated items lose their potency.
FeintTarget's flat-footed status ends on a critical success.
Fey DisappearanceWears off.
GrappleA target stops being grabbed or restrained if the grab was not maintained.
GuidanceEffect wears off.
Gust of WindEffect ends.
Ray of FrostCritically hit target's speed reduction wears off.
Sticky PoisonExtended poison after hit wears off.
Sudden ShiftConcealment ends.
Suppress Animus MineAnimus Mine re-activates.
Sustain a SpellSustained spells end if not re-sustained.
Touch of ObedienceStupefaction of failers wears off.
Vibrant ThornsBoosted thorn damage ends.

The following things have effects at the end of their target's current turn:

Blade BarrierThe wall inflicts damage on a creature within it.
Cloak of ColorsImmunity to the hit effect ends.
ConfusionMay be able to attempt a new save to end confusion.
Delusional PridePenalty to rolls wears off.
FrightenedBy default, the Frightened condition decreases by 1.
Hypnotic PatternMust Will save if inside the pattern.
Ice StormCreatures in the storm take Cold damage.
Persistent DamageTake Persistent Damage.
Punishing WindsDescend 20 feet if flying in cyclone.
Scintillating PatternMust make a Will save if inside pattern.
Vibrant PatternMust save if inside the pattern.

The following things have effects at the end of their target's next turn:

Blanket of StarsConfusion and Dazzling end.
CommandEffect wears off.
Command an AnimalThe animal stops following commands.
Dreamer's CallWears off.
Flesh to StoneA target turning into stone must save to see if they continue.
MessageOpportunity to respond to the message ends.
ParalyzeTarget that fumbled can save to shorten paralysis.
Touch of the MoonAdvance current moon phase.

Turn Spell

30th July 2020 at 8:13pm
Action Implied Reaction

Implied by Spell Turning.

When a spell targets you, while under the effect of Spell Turning, you can spend a reaction to attempt to reflect it.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Faerie DustReactionCan't be used while affected.

Tweak Appearances

6th August 2020 at 12:25am
Feat General Skill Uncommon

This feat has special plot requirements that are described in Age of Ashes 3: Tomorrow Must Burn.

You spend 1 minute making quick adjustments to someone’s clothing and appearance, causing their words to carry more weight with an audience of your choice.

While speaking to that audience, the target gains a +1 item bonus to Diplomacy and Performance checks.

If you have master proficiency in Crafting, the bonus increases to +2; if you have legendary proficiency in Crafting, the bonus increases to +3.

This bonus lasts until this ability is used on the target again, the situation they were prepared for ends, or they next change their outfit.

Feat Type Skill
Level2
Skill Crafting
RequirementE
Requires
UncommonYou can't normally gain this by character advancement.

Twin

7th July 2020 at 12:48am
Weapon Trait

These weapons are used as a pair, complementing each other.

When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon’s number of damage dice if you have previously attacked with a different weapon of the same type this turn.

The weapons must be of the same type to benefit from this trait, but they don’t need to have the same Runes.

Two-Hand

7th July 2020 at 12:49am
Weapon Trait

This weapon can be wielded with two hands.

Doing so changes its weapon damage die to the indicated value.

This change applies to all the weapon’s damage dice, such as those from Striking runes.

TwoAction

22nd July 2020 at 10:38pm

Tyranny

4th August 2020 at 9:18pm
Domain

You wield power to rule and enslave others.

Basic Domain Spell: Touch of Obedience

Advanced Domain Spell: Commanding Lash

Ulfen Raider

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Strength
SkillIntimidation
LoreSailing
FeatIntimidating Glare

Unarmed

7th July 2020 at 12:50am
Weapon Trait

An unarmed attack uses your body rather than a manufactured weapon.

An unarmed attack isn’t a weapon, though it’s categorized with weapons for weapon groups, and it might have weapon traits.

Since it’s part of your body, an unarmed attack can’t be Disarmed.

It also doesn’t take up a hand, though a fist or other grasping appendage follows the same rules as a Free-Hand weapon. (You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand.)

Unburdened Iron

1st August 2020 at 9:38pm
Ancestry Dwarf Feat

Ignore the reduction to your Speed from any armor you wear.

In addition, any time you’re taking a penalty to your Speed from some other reason (such as from the Encumbered condition or from a spell), deduct 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but it gives you only a –5-foot penalty.

If your Speed is taking multiple penalties, pick only one penalty to reduce.

Feat Type Ancestry
AncestryDwarf
Level1
Requires

Uncanny Bombs

23rd July 2020 at 9:33pm
Alchemist Class Feat

Prerequisite Far Lobber.

You lob bombs unerringly, despite obstructions or distance.

When you throw an alchemical item with the Bomb trait, its Range Increment increases to 60 feet, you reduce any circumstance bonus to the target’s AC from cover by 1, and you automatically succeed at the flat check when targeting a Concealed creature.

Feat Type Class
Level12
RequiresFar Lobber
ClassAlchemist

Unconscious

26th June 2020 at 10:03pm
Condition

You’re sleeping, or you’ve been knocked out.

You can’t act.

You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the Blinded and Flat-Footed conditions.

When you gain this condition, you fall Prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you’re in a position in which you wouldn’t.

If you’re unconscious because you’re Dying, you can’t wake up while you have 0 Hit Points. If you are restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.

If you are unconscious and at 0 Hit Points, but not dying, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time,you lose the unconscious condition and can act normally on your next turn.

If you’re unconscious and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition.

  • You take damage, provided the damage doesn’t reduce you to 0 Hit Points. If the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal.
  • You receive healing, other than the natural healing you get from resting.
  • Someone shakes you awake with an Interact action.
  • There’s loud noise going on around you—though this isn’t automatic. At the start of your turn, you automatically attempt a Perception check against the noise’s DC (or the lowest DC if there is more than one noise), waking up if you succeed. If creatures are attempting to stay quiet around you, this Perception check uses their Stealth DCs. Some magical effects make you sleep so deeply that they don’t allow you to attempt this Perception check.
  • If you are simply asleep, the GM decides you wake up either because you have had a restful night’s sleep or something disrupted that rest.

You lose all Cover when you are knocked Unconscious.

SuffocatingUnconsciousYou can't recover from being unconscious due to suffocation without air.

Uncontrollable Dance

30th July 2020 at 11:59pm
Arcane Concentrate Enchantment Incapacitation Manipulate Mental Occult Somatic Spell Verbal

Level8
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save Will
DurationVaries
Domain

The target is overcome with an all-consuming urge to dance.

For the duration of the spell, the target is Flat-Footed and can’t use Reactions.

While affected, the creature can’t use actions with the Move trait except to dance, using the Stride action to move up to half its Speed.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe spell’s duration is 3 rounds, and the target must spend at least 1 action each turn dancing.
FailureThe spell's duration is 1 minute, and the target must spend at least 2 actions each turn dancing.
Critical FailureThe spell's duration is 1 minute, and the target must spend all its actions each turn dancing.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
SilenceVerbalCan't cast in affected area.

Undeath

4th August 2020 at 9:18pm
Domain

Your magic carries close ties to the undead.

Basic Domain Spell:

Advanced Domain Spell: Malignant Sustenance

Undercover Lotus Guard

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Agents of Edgewatch Player's Guide.

Stat ChoicesCharisma Intelligence
SkillDeception
Lore
FeatCharming Liar

Underground Network

30th July 2020 at 1:34pm
Feat General Skill Uncommon

You’re connected to groups that know what’s going on in the streets, and you can get information out of them quickly.

When you use Society to Gather Information in an area where you have a network (typically a settlement where you’ve spent at least a week or spent a day of downtime to build a network faster), you can contact a member of these groups to get information directly from them.

This usually takes about an hour, and it doesn’t draw as much attention as Gathering Information in public might. The check and information gained otherwise follow the normal rules for Gather Information.

In addition, if you have successfully consulted the underground network, you get a +1 circumstance bonus to the next check to Recall Knowledge you attempt about the subject you were Gathering Information on, or a +2 circumstance bonus if you’re using Underworld Lore for the check.

The GM might change the Lore skill related to the network depending on your location or the specifics of the network you’re tapping into.

Feat Type Skill
Level2
Skill Society
RequirementE
RequiresStreetwise
UncommonYou can't normally gain this by character advancement.

Undersea Enthusiast

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Strength
SkillAthletics
LoreOcean
FeatUnderwater Marauder

Underwater Marauder

26th July 2020 at 1:38am
Feat General Skill

Prerequisites Trained in Athletics.

You’ve learned to fight underwater.

You are not Flat-Footed while in water.

You don’t take the usual penalties for using a Bludgeoning or Slashing melee weapon in water.

Feat Type Skill
Level1
Skill Athletics
RequirementT
Requires

Undetectable Alignment

31st July 2020 at 12:00am
Abjuration Concentrate Divine Manipulate Material Occult Somatic Spell Uncommon Verbal

Level2
Components Somatic Verbal Material
Cast Time1 minute
RangeTouch
Area
Target1 creature or object
Save
DurationUntil the next time you make your daily preparations
Domain

You shroud a creature in wards that hide its alignment.

The target appears to be neutral to all effects that would detect its alignment.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Undetected

27th June 2020 at 9:24pm
Condition

If a creature is Undetected, you don’t know what space it occupies, you’re Flat-Footed to it, and you can’t easily target it.

Using the Seek basic action can help you find an undetected creature, usually making it Hidden from you instead of undetected.

If a creature is undetected, that doesn’t necessarily mean you’re unaware of its presence—you might suspect an undetected creature is in the room with you, even though you’re unable to find its space. The Unnoticed condition covers creatures you’re entirely unaware of.

Targeting an undetected creature is difficult. If you suspect there’s a creature around, you can pick a square and attempt an attack. This works like targeting a hidden creature, but the flat check (against DC 11) and attack roll are both rolled in secret by the GM. The GM won’t tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square.

The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. Undetected creatures are subject to area effects normally.

For instance, suppose an enemy elf wizard cast Invisibility and then Sneaked away. You suspect that with the elf’s Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct— the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it’s the right space, and the GM’s secret attack roll and flat check both succeed, so you hit!

You are Undetected to everyone when Invisible.

Deny AdvantageUndetectedPrevents flat-footed.
ForesightUndetectedPrevents flat-footed when undetected.

Uneven Ground

22nd July 2020 at 9:36pm
Rule

Uneven ground is an area unsteady enough that you need to Balance or risk falling Prone and possibly injuring yourself, depending on the specifics of the uneven ground.

You are Flat-Footed on uneven ground.

Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone.

Steady BalanceUneven GroundMakes you not flat-footed on uneven ground.

Unfathomable Song

31st July 2020 at 12:03am
Auditory Concentrate Emotion Enchantment Fear Incapacitation Manipulate Mental Occult Somatic Spell Verbal

Level9
Components Somatic Verbal
Cast Time
Range120 feet
Area
TargetUp to 5 creatures
Save Will
DurationSustained up to 1 minute
Domain

Fleeting notes of a strange and unnatural song fill the air, overtaking the mind.

Each target must attempt a Will save when you cast the spell, and again each time you Sustain the Spell.

A creature needs to attempt only one save against the song each round, and you have to keep the same targets when you Sustain the Spell.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected, can’t be affected on subsequent rounds, and is temporarily immune for 1 minute.
SuccessThe target is unaffected this round, but it can be affected on subsequent rounds.
FailureRoll 1d4 on the table below.
Critical FailureRoll 1d4+1 on the table below.
ResultEffect
1The target is Frightened 2.
2The target is Confused for 1 round.
3The target is Stupefied 4 for 1 round.
4The target is Blinded for 1 round.
5The target is Stunned for 1 round and Stupefied 1 for an unlimited duration.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
Veil of ConfidenceFearOn fumbled save, spell ends and frightened is 1 greater.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Unfettered Pack

31st July 2020 at 12:07am
Abjuration Concentrate Manipulate Primal Somatic Spell Verbal

Level7
Components Somatic Verbal
Cast Time
Range30 feet
Area
TargetUp to 10 creatures
Save
Duration1 hour
Domain

You free those who travel alongside you from environmental hindrances.

Targets don’t take circumstance penalties to Speed from vegetation, rubble, winds, or other properties of the environment, whether or not the environment is magical, and they ignore Difficult Terrain from such environmental properties.

Heightened (9th) The targets also ignore greater difficult terrain from environmental properties.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Unfriendly

26th June 2020 at 9:30pm
Condition

This condition reflects a creature’s disposition toward a particular character, and it affects only creatures that are not player characters.

A creature that is unfriendly to a character dislikes and specifically distrusts that character.

The unfriendly creature won’t accept Requests from the character.

Unified Theory

26th July 2020 at 1:39am
Feat General Skill

Prerequisites Legendary in Arcana.

You’ve started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens.

Whenever you use an action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead.

If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so.

Feat Type Skill
Level15
Skill Arcana
RequirementL
Requires

Unimpeded Stride

6th August 2020 at 7:05pm
Cleric Focus Spell Manipulate Somatic Spell Transmutation Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
DomainFreedom

Nothing can hold you in place.

You immediately escape from every magical effect that has you Immobilized or Grabbed unless the effect is of a higher level than your unimpeded stride spell.

You then Stride. During this movement, you ignore Difficult Terrain and any circumstance or status penalties to your Speed.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Unity

7th August 2020 at 12:07am
Abjuration Cleric Concentrate Focus Spell Fortune Reaction Spell Uncommon Verbal

Level4
Components Verbal 1 Focus Point
Cast Time
Range30 feet
Area
TargetEach ally targeted by the triggering spell
Save
Duration
DomainFamily

Trigger You and 1 or more allies within range are targeted by a spell or ability that allows a saving throw.

You put up a united defense.

Each ally can use your saving throw modifier instead of its own against the triggering spell.

Each ally decides individually which modifier to use.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
FortuneDoesn't stack with other Fortune effects, and cancels with Misfortune.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
Faerie DustReactionCan't be used while affected.
SilenceVerbalCan't cast in affected area.

Unmistakable Lore

26th July 2020 at 1:40am
Feat General Skill

Prerequisites Expert in Lore.

You never get information about your areas of expertise wrong.

When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead.

If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.

Feat Type Skill
Level2
Skill Lore
RequirementE
Requires

Unnoticed

26th June 2020 at 9:31pm
Condition

If you are unnoticed by a creature, that creature has no idea you are present at all.

When you’re unnoticed, you’re also Undetected by the creature.

This condition matters for abilities that can be used only against targets totally unaware of your presence.

Unrelenting Observation

31st July 2020 at 12:12am
Arcane Concentrate Divination Manipulate Occult Scrying Somatic Spell Verbal

Level8
Components Somatic Verbal
Cast Time
Range100 feet
Area20 foot Burst
Target1 creature or object tracked and up to 5 other willing creatures
Save
DurationVaries
Domain

This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object.

Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell.

Up to five Willing creatures of your choice in the area can see a ghostly image of this creature or object when it’s out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the Concealed or Invisible condition, though physical barriers still provide cover.

The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision.

Distance doesn’t matter, though the creature or object might move so far away it becomes too small to perceive.

The tracking creatures don’t see any of the environment around the target, though they do see any gear a creature is wearing or holding, and they can tell if it removes objects from its person.

If the target to be tracked is willing, the duration is 1 hour. If you try to track an unwilling creature, the target must attempt a Will save.

Critical SuccessThe creature or object is unaffected.
SuccessAs described, and the duration is 1 minute.
FailureAs described, and the duration is 1 hour.
Critical Failure
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Unrivaled Builder

6th August 2020 at 5:34pm
Ancestry Feat Shoony

Building things is like solving a puzzle, and you know how to use anything at your disposal to get the job done.

You gain Creation (Spell) as a 5th-level innate primal spell.

You must have an equivalent Bulk of material to create an item, such as wood or scrap metal to make a wheelbarrow.

You can cast this spell once each day.

Feat Type Ancestry
AncestryShoony
Level13
RequiresHandy with your Paws

Unseen Servant

31st July 2020 at 12:14am
Arcane Concentrate Conjuration Manipulate Occult Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range60 feet
Area
Target
Save
DurationSustained
Domain

You summon an unseen servant (see the sidebar), which you can command as part of Sustaining the Spell.

It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop Sustaining the Spell.

The unseen servant gains the Summoned trait.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Unstable Concoction

30th July 2020 at 1:53pm
Alchemist Class Feat

You can create extraordinary—albeit volatile—alchemical wonders, though they have an unfortunate tendency to violently explode when you use them.

When you use Quick Alchemy, you can create an alchemical item from your formula book whose level is up to 2 higher than your advanced alchemy level.

You can spend up to 3 additional batches of infused reagents when creating this item to stabilize it.

Upon activating the item, attempt a DC 10 flat check; for every additional batch of infused reagents you spent to create the item, reduce this DC by 2.

On a success, the item functions normally.

On a failure, the item explodes, dealing force damage to the user equal to twice the item’s level (doubled on a critical failure).

Feat Type Class
Level10
Requires
ClassAlchemist

Untrained Improvisation

2nd July 2020 at 8:50pm
Feat General

You’ve learned how to handle situations when you’re out of your depth.

Your proficiency bonus to untrained skill checks is equal to half your level instead of +0.

If you’re 7th level or higher, the bonus increases to your full level instead.

This doesn’t allow you to use the skill’s trained actions.

Feat Type General
Level3
Requires

Ustalavic Academic

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesIntelligence Wisdom
SkillCrafting
LoreAcademia
FeatSkill Training

Vague

27th June 2020 at 9:20pm
Term

A character also has many vague senses—ones that can alert you that something is there but aren’t useful for zeroing in on it to determine exactly what it is.

The most useful of these for a typical character is the sense of smell (Scent).

At best, a vague sense can be used to detect the presence of an Unnoticed creature, making it Undetected.

Even then, the vague sense isn’t sufficient to make the creature Hidden or Observed.

Vampiric Exsanguination

31st July 2020 at 12:16am
Arcane Concentrate Death Divine Manipulate Necromancy Negative Occult Somatic Spell Verbal

Level6
Components Somatic Verbal
Cast Time
Range
Area30 foot Cone
Target
Save Fortitude
Duration
Domain

You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 negative damage to living creatures in the area with a basic Fortitude save.

You gain temporary Hit Points equal to half the damage a single creature takes from this spell; calculate these temporary Hit Points using the creature that took the most damage.

You lose any remaining temporary Hit Points after 1 minute.

Heightened (+1) The damage increases by 2d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14NegativeStopped by Yellow wall.

Vampiric Maiden

1st August 2020 at 7:36pm
Arcane Concentrate Divine Manipulate Necromancy Negative Occult Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
Range30 feet
Area
Target1 creature
Save Fortitude
Duration
Domain

A ghostly iron maiden snaps shut on the target and drains its vitality for your gain.

This deals 4d4 piercing damage and 4d4 negative damage, and the target must attempt a Fortitude save.

You gain temporary HP equal to the negative damage the target takes (after applying resistances, weaknesses, and the like).

You lose any remaining temporary HP after 1 minute.

Heightened (+1) The piercing and negative damage increase by 1d4 each.

Critical SuccessThe target is unaffected.
SuccessThe target takes half damage.
FailureThe target is briefly trapped within the vampiric maiden. The target takes full damage and is Immobilized by the iron maiden for 1 round or until it uses an Interact action to extricate itself, whichever comes first.
Critical FailureThe target takes double damage and is Immobilized by the vampiric maiden for 1 round or until it Escapes (the DC is your spell DC), whichever comes first.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14NegativeStopped by Yellow wall.

Vampiric Touch

31st July 2020 at 12:17am
Arcane Concentrate Death Divine Manipulate Necromancy Negative Occult Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 living creature
Save Fortitude
Duration
Domain

Your touch leeches the lifeblood out of a target to empower yourself.

You deal 6d6 negative damage to the target.

You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like).

You lose any remaining temporary Hit Points after 1 minute.

Heightened (+1) The damage increases by 2d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14NegativeStopped by Yellow wall.
SilenceVerbalCan't cast in affected area.

Varisian Wanderer

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Dexterity
SkillPerformance
LoreCircus
FeatFascinating Performance

Veil

31st July 2020 at 12:19am
Arcane Concentrate Illusion Manipulate Occult Somatic Spell Verbal Visual

Level4
Components Somatic Verbal
Cast Time
Range30 feet
Area
TargetUp to 10 creatures
Save
Duration1 hour
Domain

You disguise the targets as other creatures of the same body shape and roughly similar height (within 6 inches) and weight (within 50 pounds).

The disguise can hide the targets’ identities or let them appear to be of another ancestry, but it’s not precise enough to impersonate specific individuals.

The spell doesn’t change voice, scent, or mannerisms.

You choose the disguise for each target; for example, you could make one target appear to be a dwarf and another an elf.

Casting veil counts as setting up a disguise for the purpose of the Impersonate action. It allows the target to ignore any circumstance penalties they might take for being disguised as dissimilar creatures, and it gives the targets a +4 status bonus to Deception checks to prevent others from seeing through their disguises, and add their level even if untrained.

You can Dismiss any or all of these disguises.

Heightened (5th) The spell also disguises the targets’ voices and scents; it gains the Auditory trait.

Heightened (7th) The targets can appear as any creature of the same size, even specific individuals. You must have seen an individual to reproduce their appearance. The spell also disguises the targets’ voices and scents; it gains the Auditory trait.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.

Veil of Confidence

6th August 2020 at 7:09pm
Cleric Concentrate Enchantment Focus Spell Mental Spell Uncommon Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 minute
DomainConfidence

You surround yourself in a veil of confidence.

You reduce your current Frightened condition by 1, and whenever you would become frightened during the duration, reduce the amount by 1.

If you critically fail a save against Fear , veil of confidence ends immediately, and you increase any Frightened condition you gain from the critical failure by 1 instead of decreasing it.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Vengeful Hatred

1st August 2020 at 9:39pm
Ancestry Dwarf Feat

You heart aches for vengeance against those who have wronged your people.

Choose one of the following dwarven ancestral foes when you gain Vengeful Hatred: drow, duergar, giant, or orc.

You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with that trait.

If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice.

In addition, if a creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait.

Special Your GM can add appropriate creature traits to the ancestral foes list if your character is from a community that commonly fights other types of enemies.

Feat Type Ancestry
AncestryDwarf
Level1
Requires

Ventriloquism

31st July 2020 at 12:20am
Arcane Auditory Concentrate Divine Illusion Manipulate Occult Primal Somatic Spell Verbal

Level1
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration10 minutes
Domain

Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize.

Any creature that hears the sound can attempt to disbelieve your illusion.

Heightened (2nd) The spell’s duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.

ArcaneThis spell can be identified using Arcana.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
True SeeingIllusionRolls automatic Counteract check.

Verbal

30th July 2020 at 1:36pm

A verbal component is a vocalization of words of power.

Shouting out verbal components forces magic out into the world via a word laden with magical power. Spells that require only a verbal component tend to be direct and forceful, such as power word kill or power word stun. Verbal components are especially unsubtle, so spells that benefit from stealth, such as invisibility, might not have any verbal components in favor of having somatic components, material components, or both.

You must speak them in a strong voice, so it’s hard to conceal that you’re Casting a Spell.

The spell gains the Concentrate trait.

You must be able to speak to provide this component.

The target does not have to be able to understand or hear you.

If you’re a Bard Casting a Spell from the Occult tradition while holding a musical instrument, you can can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don’t need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.

SilenceVerbalCan't cast in affected area.

Versatile

7th July 2020 at 12:50am
Weapon Trait

A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type.

For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

Vibrant Pattern

31st July 2020 at 12:23am
Arcane Concentrate Illusion Incapacitation Manipulate Occult Somatic Spell Verbal Visual

Level6
Components Somatic Verbal
Cast Time
Range120 feet
Area10 foot Burst
Target
Save Will
DurationSustained up to 1 minute
Domain

You create a pattern of lights that pulses with intensity.

Creatures are Dazzled while inside the pattern.

In addition, a creature must attempt a Will saving throw if it’s inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern.

A creature currently Blinded by the pattern doesn’t need to attempt new saving throws.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical Success
SuccessThe creature is unaffected.
FailureThe creature is Blinded by the pattern. If it exits the pattern, it can attempt a new save to recover from the blinded condition at the end of each of its turns, to a maximum duration of 1 minute.
Critical FailureThe creature is blinded for 1 minute.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IncapacitationThis has reduced effect against creatures of higher level.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.

Vibrant Thorns

6th August 2020 at 7:21pm
Focus Spell Manipulate Somatic Spell

Level1
Components Somatic 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 minute
DomainNature (Domain)

Your body sprouts a coat of brambly thorns that harm those that strike you and thrive on life magic.

Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 1 piercing damage each time they do.

Anytime you cast a Positive spell, the damage from your thorns increases to 1d6 until the start of your next turn.

Heightened (+1) The damage increases by 1, or 1d6 after you cast a positive spell.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Vidrian Reformer

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Dexterity
SkillDiplomacy
LorePolitics
FeatHobnobber

Vigil

4th August 2020 at 9:33pm
Domain

You watch over those long passed and guard their secrets.

Basic Domain Spell:

Advanced Domain Spell:

Vigilant Senses

7th August 2020 at 12:00am
Ability

Through your adventures, you’ve developed keen awareness and attention to detail.

Your proficiency rank for Perception increases to master.

Virtuosic Performer

26th July 2020 at 1:40am
Feat General Skill

Prerequisites Trained in Performance.

You have exceptional talent with one type of performance.

You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2.

Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.

SpecialtyExamples
ActingDrama, pantomime, puppetry
ComedyBuffoonery, joke telling, limericks
DanceBallet, huara, jig, macru
KeyboardsHarpsichord, organ, piano
OratoryEpic, ode, poetry, storytelling
PercussionChimes, drum, gong, xylophone
SingingBallad, chant, melody, rhyming
StringsFiddle, harp, lute, viol
WindsBagpipe, flute, recorder, trumpet
Feat Type Skill
Level1
Skill Performance
RequirementT
Requires

Visions of Danger

31st July 2020 at 12:26am
Auditory Concentrate Illusion Manipulate Material Occult Somatic Spell Verbal Visual

Level7
Components Somatic Verbal Material
Cast Time
Range500 feet
Area30 foot Burst
Target
Save Will
Duration1 minute
Domain

An illusion of horrific creatures fills the spell’s area.

The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades.

The burst deals 8d8 Mental damage to each creature that’s inside the burst when it’s created, enters the burst, or starts its turn inside the burst.

A creature that critically succeeds at its Will save can immediately attempt to disbelieve the illusion.

A creature that tries to Interact with the monsters or observes one with a Seek action can attempt to disbelieve the illusion.

Creatures that disbelieve the illusion take no damage from the illusion thereafter.

Heightened (+1) The mental damage increases by 1d8.

AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
VisualThis works only against creatures that can see it and are not Blinded.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
True SeeingIllusionRolls automatic Counteract check.
BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.

Visual

4th July 2020 at 7:17pm
Trait

A visual spell can affect only creatures that can see it.

Being Blinded gives immunity to Visual effects.

You can Avert Gaze to increase saves against Visual effects.

BlindedVisualImmune when blinded.
ChromaWall57VisualBlocked by Blue wall.

Vital Beacon

31st July 2020 at 12:27am
Concentrate Divine Healing Manipulate Necromancy Positive Primal Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time1 minute
Range
Area
Target
Save
DurationUntil your next daily preparations
Domain

Vitality radiates outward from you, allowing others to supplicate and receive healing.

Once per round, either you or an ally can use an Interact action to supplicate and lay hands upon you to regain Hit Points.

Each time the beacon heals someone, it decreases in strength. It restores 4d10 Hit Points to the first creature, 4d8 Hit Points to the second, 4d6 Hit Points to the third, and 4d4 Hit Points to the fourth, after which the spell ends.

You can have only one vital beacon active at a time.

Heightened (+1) The beacon restores one additional die of Hit Points each time it heals, using the same die size as the others for that step.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.

Vivacious Speed

6th August 2020 at 11:54pm
Ability Swashbuckler

When you’ve made an impression, you move even faster than normal, darting about the battlefield with incredible speed.

Increase the status bonus to your Speeds when you have Panache to a +10-foot status bonus; this bonus increases by 5 feet at 7th, 11th, 15th, and 19th levels.

When you don’t have panache, you still get half this status bonus to your Speed, rounded down to the nearest 5-foot increment.

Void

4th August 2020 at 9:33pm
Domain

You draw power from emptiness.

Basic Domain Spell:

Advanced Domain Spell:

Volcanic Eruption

31st July 2020 at 6:27pm
Concentrate Evocation Fire Manipulate Primal Somatic Spell Verbal

Level7
Components Somatic Verbal
Cast Time
Range120 feet
Area5 foot radius, 80 foot tall cylinder
Target
Save Reflex
Duration
Domain

The ground opens up, spraying a column of lava high into the air in a vertical cylinder, dealing 14d6 Fire damage to creatures in the area with a basic Reflex save.

The lava rapidly cools and encases creatures in the area.

A creature that fails or critically fails their basic Reflex save against the damage is also encased.

A creature encased in rock is Clumsy 1 and takes a –10‑foot status penalty to its Speeds.

All normal terrain is Difficult Terrain to an encased flying creature, and such creatures immediately descend 20 feet the moment they’re encased, but they don’t take damage from this fall.

A creature encased in rock can attempt to Escape against your spell DC to end the effect.

Otherwise, the creature remains encased until it takes a total of 50 damage, freeing it from the rock.

Additionally, creatures in the area and those within 5 feet of the lava column automatically take 3d6 Fire damage from the intense heat, regardless of the results of their saving throws.

Heightened (+1) The damage in the area increases by 2d6, and the damage from the intense heat increases by 1d6.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.

Volley

7th July 2020 at 12:51am
Weapon Trait

This ranged weapon is less effective at close distances.

Your attacks against targets that are at a distance within the range listed take a –2 penalty.

Vomit Swarm

1st August 2020 at 7:37pm
Arcane Concentrate Evocation Manipulate Occult Primal Somatic Spell Verbal

Level2
Components Somatic Verbal
Cast Time
Range
Area30 foot Cone
Target
Save Reflex
Duration
Domain

You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of centipedes, roaches, wasps, and worms), but this doesn’t change the effect of the spell.

The vermin swarm over anyone in the area, their bites and stings dealing 2d8 piercing damage (basic Reflex save).

A creature that fails its saving throw also becomes Sickened 1.

Once the spell ends, the swarm disappears.

Heightened (+1) Increase the damage by 1d8.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Wail of the Banshee

31st July 2020 at 6:29pm
Auditory Concentrate Death Divine Manipulate Necromancy Negative Occult Somatic Spell Verbal

Level9
Components Somatic Verbal
Cast Time
Range
Area40 foot Emanation
TargetAny number of creatures
Save Fortitude
Duration
Domain

Your scream chills the souls of enemies that hear it.

Each living enemy in the area takes 8d10 Negative damage and must attempt a Fortitude save.

Critical SuccessThe target is unaffected.
SuccessThe target takes full damage.
FailureThe target takes full damage and is Drained 1d4.
Critical FailureThe target takes full damage and is Drained 4.
AuditoryThis works only against creatures that can hear it and are not Deafened.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57AuditoryBlocked by Blue wall.
DeafenedAuditoryImmune as target, must make DC 5 flat to use.
Forced QuietAuditoryTarget may have to make a Perception check to hear.
Sculpt SoundAuditoryCan prevent effect being heard properly.
SilenceAuditoryCan't use in affected area.
ChromaWall14NegativeStopped by Yellow wall.

Waking Nightmare

6th August 2020 at 7:13pm
Cleric Concentrate Emotion Enchantment Fear Focus Spell Manipulate Mental Somatic Spell Uncommon Verbal

Level1
Components Somatic Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 creature
Save Will
Duration
DomainNightmares

You fill the creature’s mind with a terrifying vision out of its nightmares.

The target must attempt a Will save.

Critical SuccessThe target is unaffected.
SuccessThe target is Frightened 1.
FailureThe target is Frightened 2.
Critical FailureThe target is Frightened 3.

If the target is Unconscious when you Cast this Spell on it, it immediately wakes up before attempting its save, and if it fails its save, it gains the Fleeing condition for 1 round in addition to the effects noted above.

Common sense suggests that a creature that is unconscious because it is at 0 hit points cannot be woken up by a nightmare.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Veil of ConfidenceFearOn fumbled save, spell ends and frightened is 1 greater.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Wall

27th July 2020 at 11:17pm
Rule

Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned.

Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square.

The path of a shaped wall can’t enter the same space more than once, but it can double back so one section is adjacent to another section of the wall.

Wall Jump

26th July 2020 at 1:42am
Feat General Skill

Prerequisites Master in Athletics.

You can use your momentum from a jump to propel yourself off a wall.

If you’re adjacent to a wall at the end of a jump (whether performing a High Jump, Long Jump, or Leap), you don’t fall as long as your next action is another jump.

Furthermore, since your previous jump gives you momentum, you can use High Jump or Long Jump as a single action, but you don’t get to Stride as part of the activity.

You can use Wall Jump only once in a turn, unless you’re legendary in Athletics, in which case you can use Wall Jump as many times as you can use consecutive jump actions in that turn.

Feat Type Skill
Level7
Skill Athletics
RequirementM
Requires

Wall of Fire

31st July 2020 at 6:32pm
Arcane Concentrate Evocation Fire Manipulate Material Primal Somatic Spell Verbal

Level4
Components Somatic Verbal Material
Cast Time
Range120 feet
Area
Target
Save
Duration1 minute
Domain

You raise a blazing wall that burns creatures passing through it.

You create either a 5-foot-thick Wall of flame in a straight line up to 60 feet long and 10 feet high, or a 5-foot-thick, 10-foot-radius ring of flame with the same height.

The wall stands vertically in either form; if you wish, the wall can be of a shorter length or height.

Everything on each side of the wall is Concealed from creatures on the opposite side.

Any creature that crosses the wall or is occupying the wall’s area at the start of its turn takes 4d6 Fire damage.

Heightened (+1) The fire damage increases by 1d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
FireYou can't use this underwater.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14FireStopped by Yellow wall.
RegenerateFireDeactivates regeneration from this spell.

Wall of Flesh

6th August 2020 at 12:18am
Divine Manipulate Material Necromancy Occult Primal Somatic Spell Wall

Level5
Components Somatic Material
Cast Time
Range20 feet
Area
Target
Save
Duration10 minutes
Domain

You craft a 20-foot-tall wall of living flesh in a straight line up to 30 feet long. The wall is 3 feet thick, and each 5-foot-long section has AC 10 and 75 HP. If you wish, the wall can be of a smaller length or height.

You must create the wall in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost.

The wall can’t be Repaired but can be healed by Positive energy and Healing spells and abilities.

When you Cast the Spell, choose one of the following features for your wall.

  • Mouths The wall has countless toothy mouths along its surface. The mouths Strike any creature that ends its turn within 5 feet of the wall, using your spell attack roll for these Strikes and dealing piercing damage equal to 1d6 + your spellcasting ability modifier. The mouths are capable of consuming potions; since the wall is alive, it can recover Hit Points from a potion of healing, but it can’t benefit from any effect that would give it the ability to move. Otherwise, the GM determines which potions can affect the wall.
  • Eyes The wall sprouts hundreds of unblinking eyes. You can see through these eyes, gaining a +2 circumstance bonus to visual Perception checks within the wall’s line of sight. You can also use the eyes for determining line of sight for ranged attacks and spells, but you don’t have line of effect through the wall.
  • Arms The wall is a mass of grasping arms. Any creature that ends its turn within 5 feet of the wall must attempt a Reflex save.

Critical Success
SuccessThe creature is unaffected.
FailureThe creature is Grabbed by the wall for 1 round or until it Escapes against your spell DC, whichever comes first.
Critical FailureThe creature is Restrained by the wall for 1 round or until it Escapes against your spell DC, whichever comes first.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Wall of Force

1st August 2020 at 5:34pm
Arcane Concentrate Evocation Force Manipulate Material Occult Somatic Spell Verbal

Level6
Components Somatic Verbal Material
Cast Time
Range30 feet
Area
Target
Save
Duration1 minute
Domain

You form an invisible Wall of pure magical force up to 50 feet long and up to 20 feet high.

The wall has no discernible thickness.

You must create the wall in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost.

The wall has AC 10, Hardness 30, and 60 Hit Points, and it’s immune to critical hits and precision damage.

The wall blocks physical effects from passing through it, and because it’s made of force, it blocks incorporeal and ethereal creatures as well.

Teleportation effects can pass through the barrier, as can Visual effects (since the wall is invisible).

Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a Disintegrate spell of any level or by contact with a Rod of Cancellation or Sphere of Annihilation.

Heightened (+2) The Hit Points of the wall increases by 20.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ForceStopped by Yellow wall.

Wall of Ice

31st July 2020 at 6:52pm
Arcane Cold Concentrate Evocation Manipulate Material Primal Somatic Spell Verbal Water

Level5
Components Somatic Verbal Material
Cast Time
Range120 feet
Area
Target
Save
Duration1 minute
Domain

You sculpt a barrier of ice that blocks sight and, once shattered, freezes foes.

You create either a 1-foot-thick wall of ice in a straight line up to 60 feet long and 10 feet high (the wall doesn’t have to be vertical, but it must be anchored on both sides to a solid surface) or a 1-foot-thick, 10-foot radius hemisphere of ice. If you wish, the wall can be of a smaller length, height, or radius.

You must create the wall in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost.

The ice that makes up the wall is opaque.

Each 10-foot-by-10-foot section of the wall has AC 10, Hardness 10, and 40 Hit Points, and it’s immune to critical hits, Cold damage, and precision damage.

A section destroyed by means other than fire leaves behind a chilling mass of ice that is Difficult Terrain and deals 2d6 cold damage to any creature passing through it.

A section also has weakness to Fire 15; a section of the wall destroyed by fire melts, evaporating into water and steam.

Heightened (+2) The Hit Points of each section of the wall increase by 10, and the cold damage dealt to creatures crossing a destroyed section increases by 1d6.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ColdStopped by Yellow wall.

Wall of Stone

31st July 2020 at 6:53pm
Concentrate Conjuration Earth Manipulate Material Somatic Spell Verbal

Level5
Components Somatic Verbal Material
Cast Time
Range120 feet
Area
Target
Save
Duration
Domain

You shape a Wall of solid stone.

You create a 1-inch-thick wall of stone up to 120 feet long, and 20 feet high.

You can shape the wall’s path, placing each 5 feet of the wall on the border between squares.

The wall doesn’t need to stand vertically, so you can use it to form a bridge or set of stairs, for example.

You must conjure the wall in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost.

Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 14, and 50 Hit Points, and it’s immune to critical hits and precision damage.

A destroyed section of the wall can be moved through, but the rubble created from it is Difficult Terrain.

Heightened (+2) The Hit Points of each section of the wall increase by 15.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Wall of Thorns

31st July 2020 at 6:55pm
Concentrate Conjuration Manipulate Material Plant Primal Somatic Spell Verbal

Level3
Components Somatic Verbal Material
Cast Time
Range60 feet
Area
Target
Save
Duration1 minute
Domain

Over the course of a minute, you cause a thick wall of thorny brambles to grow from the ground.

You create a 5 foot thick wall of brambles and thorns in a straight line up to 60 feet long and 10 feet high. If you wish, the wall can be of a shorter length or height.

You must create the wall in an unbroken open space so its edges don’t pass through any creatures or objects, or the spell is lost.

The wall stands vertically.

Everything on each side of the wall has Cover from creatures on the opposite side, and the wall’s spaces are Difficult Terrain.

For every Move action a creature uses to enter at least one of the wall’s spaces, that creature takes 3d4 piercing damage.

Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points. It’s immune to critical hits and precision damage.

A destroyed section can be moved through freely.

Heightened (+1) The Hit Points of each section of the wall increase by 5, and the piercing damage increases by 1d4.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Wall of Wind

31st July 2020 at 6:57pm
Air Arcane Concentrate Evocation Manipulate Material Primal Somatic Spell Verbal

Level3
Components Somatic Verbal Material
Cast Time
Range120 feet
Area
Target
Save Fortitude
Duration1 minute
Domain

You create a barrier of gusting winds that hinders anything moving through it.

The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high.

The wall stands vertically, but you can shape its path.

Though the wall of wind distorts the air, it does not hamper sight.

The wall has the following effects.

  • Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of similar size—can’t pass through the wall. Attacks with bigger ranged weapons, such as javelins, take a –2 circumstance penalty to their attack rolls if their paths pass through the wall. Massive ranged weapons and spell effects that don’t create physical objects pass through the wall with no penalty.
  • The wall is Difficult Terrain to creatures attempting to move overland through it. Gases, including creatures in gaseous form, can’t pass through the wall.
  • A creature that attempts to fly through the wall using a Move action must attempt a Fortitude save.

Critical SuccessThe creature can move through the wall normally this turn.
SuccessThe flying creature can move through the wall this turn, but the wall is Difficult Terrain.
FailureThe wall stops the movement of the flying creature, and any remaining movement from its current action is wasted.
Critical FailureAs failure, and the creature is pushed 10 feet away from the wall.
AirThis may not work in vacuum or without air.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Ward

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Advanced Player's Guide.

Stat ChoicesCharisma Constitution
SkillPerformance
LoreGenealogy
FeatFascinating Performance

Ward Medic

26th July 2020 at 1:43am
Feat General Skill

Prerequisites Expert in Medicine.

You’ve studied in large medical wards, treating several patients at once and tending to all their needs.

When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

Feat Type Skill
Level2
Skill Medicine
RequirementE
Requires

Warp Mind

31st July 2020 at 6:59pm
Arcane Concentrate Emotion Enchantment Incapacitation Manipulate Mental Occult Somatic Spell Verbal

Level7
Components Somatic Verbal
Cast Time
Range120 feet
Area
Target1 creature
Save Will
Duration
Domain

You scramble a creature’s mental faculties and sensory input.

The target must attempt a Will saving throw.

Regardless of the result of that save, the target is then temporarily immune for 10 minutes.

Warp mind’s effects happen instantly, so Dispel Magic and other effects that counteract spells can’t counteract them. However, Alter Reality, Miracle, Primal Phenomenon, Restoration, or Wish can still counteract the effects.

Incapacitation effect: All targets of more than twice the spell level use the result one better than the save they rolled.

Critical SuccessThe target is unaffected.
SuccessThe target spends the first action on its next turn with the Confused condition.
FailureThe target is Confused for 1 minute.
Critical FailureThe target is Confused permanently.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
IncapacitationThis has reduced effect against creatures of higher level.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Warrior

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Core Rulebook.

Stat ChoicesConstitution Strength
SkillIntimidation
LoreWarfare
FeatIntimidating Glare

Wary Disarmament

26th July 2020 at 1:44am
Feat General Skill

Prerequisites Expert in Thievery.

If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap.

This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.

Feat Type Skill
Level2
Skill Thievery
RequirementE
Requires

Water

4th August 2020 at 9:18pm
Domain

You control water and bodies of water.

Basic Domain Spell: Tidal Surge

Advanced Domain Spell: Downpour

Water Breathing

31st July 2020 at 7:01pm
Arcane Concentrate Divine Manipulate Primal Somatic Spell Transmutation Verbal

Level2
Components Somatic Verbal
Cast Time1 minute
Range30 feet
Area
TargetUp to 5 creatures
Save
Duration1 hour
Domain

The targets can breathe underwater.

Heightened (3rd) The duration increases to 8 hours.

Heightened (4th) The duration increases to until your next daily preparations.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Water Sprint

30th July 2020 at 2:02am
Feat General Skill

Experience and training have taught you that water has just enough surface tension for a master sprinter to traverse the surface.

When you Stride in a straight line, if you move at least half your Speed over ground, you can move any amount of the remaining distance across a level body of water.

If you don’t end your Stride on solid ground, you fall into the water.

If you’re legendary in Athletics, as long as you start on solid ground, any part of your Stride can cross the water’s surface, even if you aren’t moving a straight line, though you still fall into the water if you don’t end your movement on solid ground.

Feat Type Skill
Level7
Skill Athletics
RequirementM
Requires

Water Walk

31st July 2020 at 7:02pm
Arcane Concentrate Divine Manipulate Primal Somatic Spell Transmutation Verbal

Level2
Components Somatic Verbal
Cast Time
RangeTouch
Area
Target1 creature
Save
Duration10 minutes
Domain

The target can walk on the surface of water and other liquids without falling through.

It can go underwater if it wishes, but in that case it must Swim normally.

This spell doesn’t grant the ability to breathe underwater.

Heightened (4th) The spell’s range increases to 30 feet, the duration increases to 1 hour, and you can target up to 10 creatures.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Wavesense

27th June 2020 at 9:16pm
Ability Sense

This sense allows a monster to feel vibrations caused by movement through a liquid.

It’s an Imprecise sense with a limited range (listed in the ability).

Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

Wealth

4th August 2020 at 9:19pm
Domain

You hold power over wealth, trade, and treasure.

Basic Domain Spell: Appearance of Wealth

Advanced Domain Spell: Precious Metals

Weapon Expertise

6th August 2020 at 11:55pm
Ability

You’ve dedicated yourself to learning the intricacies of your weapons.

Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.

You gain access to the Critical Specialization Effects of all weapons for which you have expert proficiency.

Weapon Fury

6th August 2020 at 10:39pm
Ability

Your rage makes you even more effective with the weapons you wield.

Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.

Weapon Mastery

7th August 2020 at 12:02am
Ability

You fully understand your weapons.

Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.

Weapon of Judgment

31st July 2020 at 7:05pm
Concentrate Divine Evocation Force Manipulate Somatic Spell Verbal

Level9
Components Somatic Verbal
Cast Time
Range100 feet
Area
Target
Save
Duration1 minute
Domain

Requirements You have a deity.

An immense weapon of force appears, hovering in the air above the target.

The weapon has the ghostly visual appearance of your deity’s favored weapon.

Name "war" or "peace" when you cast this spell.

If you name “war,” mentally choose one creature. This must be a creature both you and the target can see. The target instinctively knows which creature this is. At the end of each of the target’s turns, if the target did not use a hostile action against the creature you chose during that turn, the weapon Strikes the target.

If you name “peace,” mentally choose up to five allies. The target instinctively knows who those allies are. The weapon Strikes the target each time the target uses a Hostile Action against you or one of your allies. The weapon Strikes only once per action, even if the action targets multiple allies (such as for a Fireball or a Whirlwind Strike).

Strikes with the weapon are melee weapon attacks, but they use your spell attack modifier.

Regardless of its appearance, the weapon deals force damage equal to 3d10 plus your spellcasting ability modifier. When the weapon Strikes, you can deal damage of the normal damage type of the weapon instead of force damage (or any of the available damage types, for a versatile weapon).

The weapon takes a multiple attack penalty, which increases throughout the target’s turn, but its penalty is separate from yours.

No other statistics or attributes of the weapon apply, and even a ranged weapon attacks adjacent creatures only.

A weapon of judgment is a weapon for the purposes of triggers, resistances, and so forth.

The weapon doesn’t take up space, grant flanking, or have any other attributes a creature would.

The weapon can’t make any attack other than its Strike, and feats or spells that affect weapons do not apply to this weapon.

Heightened (10th) The force damage increases by 1d10.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ForceStopped by Yellow wall.

Weapon Proficiency

2nd July 2020 at 10:21pm
Feat General

You become trained in all simple weapons.

If you were already trained in all Simple weapons, you become trained in all Martial weapons.

If you were already trained in all Martial weapons, you become trained in one Advanced weapon of your choice.

You can select this feat more than once. Each time you do, you become trained in additional weapons as appropriate, following the above progression.

Feat Type General
Level1
Requires

Weapon Specialization

6th August 2020 at 10:54pm
Ability

You’ve learned how to inflict greater injuries with the weapons you know best.

You deal 2 additional damage with weapons and unarmed attacks in which you are an expert.

This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

If you are a Barbarian, you gain your instinct's specialization ability. This does not apply if you have Barbarian Dedication.

Greater Weapon SpecializationWeapon SpecializationDamage bonuses become 4/6/8.

Weapon Storm

31st July 2020 at 7:07pm
Arcane Concentrate Evocation Manipulate Primal Somatic Spell Verbal

Level4
Components Somatic Verbal
Cast Time
Range
Area30 foot Cone or 10 foot Emanation
Target
Save Reflex
Duration
Domain

You swing a weapon you’re holding, and the weapon magically multiplies into duplicates that swipe at all creatures in either a cone or an emanation.

This flurry deals four dice of damage to creatures in the area with a basic Reflex save. This damage has the same type as the weapon and uses the same die size.

Determine the die size as if you were attacking with the weapon; for instance, if you were wielding a two-hand weapon in both hands, you’d use its two-hand damage die.

If the creature rolls a critical failure on the basic Reflex save, they are also subject to the weapon's Critical Specialization Effect.

Heightened (+1) Add another damage die.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Weapon Surge

7th August 2020 at 12:07am
Cleric Evocation Focus Spell Manipulate Somatic Spell Uncommon

Level1
Components Somatic 1 Focus Point
Cast Time
RangeTouch
Area
Target1 weapon you're wielding
Save
Duration
DomainZeal

Holding your weapon aloft, you fill it with divine energy.

On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage.

If the weapon has a Striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice).

If the target weapon leaves your possession, weapon surge immediately ends.

Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Web

31st July 2020 at 7:10pm
Arcane Concentrate Conjuration Manipulate Material Primal Somatic Spell Verbal

Level2
Components Somatic Verbal Material
Cast Time
Range30 feet
Area10 foot Burst
Target
Save Reflex
Duration1 minute
Domain

You create a sticky web in the area that impedes creatures’ movement each time they try to move through it.

Squares filled with the web are Difficult Terrain.

Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws.

Each time a creature in the web begins to use a move action or enters the web during a move action, it must attempt an Athletics check or Reflex save against your spell DC to avoid taking a circumstance penalty to its Speeds or becoming immobilized.

A creature that gets out of the web ceases to take a circumstance penalty to its Speed from the web.

Critical SuccessThe creature is unaffected, and it doesn’t need to attempt further Athletics checks or saving throws against the web this turn. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.
SuccessThe creature is unaffected during its action. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.
FailureThe creature takes a –10-foot circumstance penalty to its Speeds until the start of its next turn.
Critical FailureThe creature is Immobilized until the start of its next turn, after which it takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape to remove its immobilized condition.

Heightened (4th) The spell’s area increases to a 20-foot Burst, and its range increases to 60 feet.

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Weird

31st July 2020 at 7:12pm
Arcane Concentrate Death Emotion Fear Illusion Manipulate Mental Occult Somatic Spell Verbal

Level9
Components Somatic Verbal
Cast Time
Range120 feet
Area
TargetAny number of creatures
Save Will
Duration
Domain

You fill the targets’ minds with terrifying images of fearsome creatures, each drawn from the targets’ worst fears.

Only the targets can see their assailants.

Each target takes 16d6 mental damage and must attempt a Will save.

Critical SuccessThe target is unaffected.
SuccessThe target takes half damage and is Frightened 1.
FailureThe target takes full damage and is Frightened 2.
Critical FailureThe target is so afraid, it might instantly die. It must attempt a Fortitude saving throw. If the target succeeds, it takes double damage and is Frightened 2, and it’s also Fleeing until the end of its next turn unless it critically succeeded. If it fails, it is reduced to 0 Hit Points and dies.
ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
IllusionIt may be possible to disbelieve this with Perception vs its DC.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Veil of ConfidenceFearOn fumbled save, spell ends and frightened is 1 greater.
True SeeingIllusionRolls automatic Counteract check.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.

Whirling Scarves

3rd August 2020 at 12:32am
Abjuration Concentrate Divine Force Manipulate Occult Somatic Spell Verbal

Level3
Components Somatic Verbal
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

You surround yourself in a vortex of whirling colorful scarves of force that obfuscate you and disorient your foes.

You gain the benefits of the Concealed condition, but only against ranged and melee attacks.

When a melee attack fails to hit you because of the flat check for the concealed condition, the scarves snag the weapon or unarmed attack, and the creature takes a –1 circumstance penalty to further attacks with that weapon or unarmed attack until the end of its turn (or the end of its next turn, if it wasn’t the creature’s turn).

The timing of the scarves’ movement is harder to predict for ranged attackers, so the flat check for the concealed condition against ranged attacks increases from DC 5 to DC 6.

You can Dismiss this spell.

Heightened (+2) The circumstance penalty to further attacks with a melee weapon or unarmed attack the scarves snag increases by 1. The DC of the flat check for the concealed condition against ranged attacks increases by 1.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall14ForceStopped by Yellow wall.

Whispering Way Scion

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesIntelligence Wisdom
SkillReligion
LoreUndead
FeatStudent of the Canon

Wholeness of Body

6th August 2020 at 9:57pm
Concentrate Focus Spell Healing Monk Necromancy Positive Spell Uncommon Verbal

Level2
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration
Domain

You heal yourself in one of the following ways, chosen by you when you cast the spell.

  • You regain 8 Hit Points.
  • You attempt to cure one Poison or Disease afflicting you; attempt to Counteract the affliction.

Heightened (+1) If you choose to regain Hit Points, the Hit Points regained increase by 8.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
ChromaWall14PositiveStopped by Yellow wall.
Touch of UndeathPositiveFailing target healing reduced by half.
Vibrant ThornsPositiveCasting positive spell gives temp damage increase.

Widen Spell

11th July 2020 at 7:09pm
Action Class Feat Manipulate Metamagic Wizard

You manipulate the energy of your spell, causing it to affect a wider area.

If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell.

Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected).

Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Actions 1
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level1
Requires
ClassWizard
ManipulateThis may provoke Attack of Opportunity and other reactions.
MetamagicYou must use this immediately before casting a spell.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Wild Morph

6th August 2020 at 9:32pm
Concentrate Druid Focus Spell Morph Spell Transmutation Uncommon Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

You morph your body based on your training, choosing one of the following effects based on your wild order feats.

  • If you have Wild Shape, you can morph your hands into wild claws. Your hands transform into incredibly sharp claws. These claws are an unarmed attack you’re trained in and deal 1d6 slashing damage each (Agile, Finesse). You can still hold and use items with your hands while they’re transformed by this spell, but you cannot hold an item while attacking.
  • If you have Insect Shape, you can instead transform your mouth into wild jaws, an unarmed attack you’re trained in that deals 1d8 piercing damage.
  • If you have Elemental Shape, you can morph your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage.
  • If you have Plant Shape, you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon).
  • If you have Soaring Shape, you can cast the spell as a two-action activity ( somatic, verbal) to grow wings from your back. These wings allow you to fly with a fly Speed of 30 feet.

Heightened (6th) You can choose up to two of the effects from the list. Wild claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and wild jaws are envenomed, also dealing 2d6 persistent poison damage on a hit.

Heightened (10th) You can choose up to three of the effects from the list. Wild claws deal 4d6 persistent bleed damage on a hit, and wild jaws deal 4d6 persistent poison damage on a hit.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Wild Shape

6th August 2020 at 9:34pm
Concentrate Druid Focus Spell Manipulate Polymorph Somatic Spell Transmutation Uncommon Verbal

Level1
Components Somatic Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 minute or longer
Domain

You infuse yourself with primal essence and transform yourself into another form.

You can polymorph into any form listed in Pest Form, which lasts 10 minutes. All other wild shape forms last 1 minute.

You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell.

When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape’s level.

Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form’s default attack modifier, you gain a +2 status bonus to your attack rolls.

Heightened (2nd) You can also wild shape into the forms listed in Animal Form.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Wild Winds Stance

6th August 2020 at 9:59pm
Air Evocation Focus Spell Manipulate Monk Somatic Spell Stance Uncommon

Level4
Components Somatic 1 Focus Point
Cast Time
Range
Area
Target
Save
DurationUntil you leave the stance
Domain

You take on the stance of the flowing winds, sending out waves of energy at a distance.

You can make "wind crash" unarmed Strikes as ranged Strikes against targets within 30 feet. These deal 1d6 bludgeoning damage, use the brawling group, and have the Agile, Nonlethal, Propulsive, and Unarmed traits. Wind crash Strikes ignore concealment and all cover.

While in wild winds stance, you gain a +2 circumstance bonus to AC against ranged attacks.

AirThis may not work in vacuum or without air.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
ManipulateThis may provoke Attack of Opportunity and other reactions.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
StupefiedSpellRisk of casting disruption on flat check.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Wildwood Local

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesDexterity Wisdom
SkillNature
LoreForest
FeatNatural Medicine

Will

12th July 2020 at 5:41pm
Save

A Will save is used to avoid being tricked, being afraid, or other mental effects.

Will is governed by Wisdom.

Being Stupefied, Fatigued, Sickened or Frightened reduces your Will rolls.

This is used to defend against:

And to save against these spells:

Arcane CountermeasureWill+2 status vs target spell.
Bit of LuckWillAllows best of 2 rolls.
Blunt SnoutWillPromote all vs inhaled or olfactory.
Breath ControlWillGives +1 circumstance and promotion to saves against inhaled threats.
Call on Ancient BloodWill+1 circumstance vs magic.
Counter PerformanceWillCan use Performance result instead.
Death Warden DwarfWillPromotes success to critical vs necromancy.
Divine AuraWillGives +1/+2 status.
Divine VesselWillGives +1 status bonus against spells.
Faerie DustWill-1/2 status penalty.
FatiguedWillGives -1 status to saves.
Forbidding WardWillGives +1/+2 status against a specific enemy.
Indomitable WillWillPromotes successes.
Inspire CourageWill+1 status vs fear.
Inspire HeroicsInspire CouragePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Inspire DefenseWill+1 status.
Inspire HeroicsInspire DefensePerform to increase bonus to +2/+3.
PerformanceInspire Heroics
CharismaPerformanceKey ability for this skill.
FrightenedCharismaReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedCharismaReduces Charisma by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedCharismaGives status penalty of condition value.
Sweet DreamCharisma+1 status after Glamour dream.
Jinxed TenguWillPromote successes vs curse or misfortune.
Mage ArmorWillGives +1/+2/+3 item bonus.
Magic's VesselWill+1 status.
Mind BlankWillGives +4 status vs mental effects.
Penumbral ShroudWill+1 status vs Light.
Phantom SteedWillPhantom Steeds fail all saves.
Poison ResistanceWillGives +1 status vs poisons.
Protection (Spell)WillGives +1 status vs named alignment.
ResolveWillPromotes successes.
Rock DwarfWill+2 circumstance vs being knocked prone.
Safeguard SecretWill+4 status vs revealing secret.
Sanctified GroundWillGives +1 status against named creatures.
Shaped ContainmentWill+2 status vs your inhaled poisons.
SootheWillGives +2 status vs Mental.
Soothing WordsWill+1/2 status, and +2/3 vs emotion.
Spirit SenseWill+1 status vs haunts and spirits.
Superstition InstinctWill+2 status vs magic.
Tempt FateWill+1/2 status, promote successes, demote fails.
Terrifying ResistanceWill+1 circumstance against spells by enemies you demoralized.
Touch of the MoonWill+1 status when Full or Waning.
WisdomWillKey ability for this save.
FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.
Zealous ConvictionWill+2 status vs mental effects.

Willing

27th July 2020 at 9:44pm
Rule

Some spells restrict you to willing targets.

A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character’s condition (such as when a character is paralyzed, unconscious, or even dead).

Wind Jump

6th August 2020 at 10:02pm
Air Concentrate Focus Spell Monk Spell Transmutation Uncommon Verbal

Level5
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
Duration1 minute
Domain

You gain a fly Speed equal to your Speed. You must end your turn on solid ground, or you fall.

Heightened (6th) At the end of your turn, you can attempt a DC 30 Acrobatics check to find purchase in midair. If you succeed, you don’t fall.

AirThis may not work in vacuum or without air.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Wind Walk

31st July 2020 at 7:14pm
Air Concentrate Manipulate Material Primal Somatic Spell Transmutation Verbal

Level8
Components Somatic Verbal Material
Cast Time10 minutes
RangeTouch
Area
TargetYou and up to five creatures touched
Save
Duration8 hours
Domain

When you cast this spell, each target transforms into a vaguely cloud-like form and is picked up by a wind moving in the direction of your choice.

You can change the wind’s direction by using a single action, which has the Concentrate trait.

The wind carries the targets at a Speed of 20 miles per hour, but if any of the targets make an attack, Cast a Spell, come under attack, or otherwise enter encounter mode, the spell ends for all targets just after they roll Initiative, and they drift gently to the ground.

AirThis may not work in vacuum or without air.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
PrimalThis spell can be identified using Nature.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
True SeeingTransmutationRolls automatic Counteract check to see real form.

Winter's Child

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesCharisma Constitution
SkillArcana
LoreWeather
FeatArcane Sense

Wisdom

1st August 2020 at 10:25pm
Ability Score

Wisdom measures your character’s common sense, awareness, and intuition.

Your Wisdom modifier is added to your Perception and Will saving throws.

Wisdom governs Medicine, Nature, Religion and Survival.

Being Stupefied, Sickened or Frightened reduces your Wisdom rolls.

These ancestries boost Wisdom:

These ancestries have flaws in Wisdom:

FrightenedWisdomReduces all checks and DCs.
Dirge of DoomFrightenedCan't reduce to below 1 in dirge's emanation.
Veil of ConfidenceFrightenedReduces new conditions by 1.
SickenedWisdomReduces Wisdom by the condition value.
Mariner's CurseSickenedCan prevent recovering from sickened while curse persists.
StupefiedWisdomGives status penalty of condition value.

Wish

31st July 2020 at 7:16pm
Arcane Concentrate Divination Manipulate Material Somatic Spell Verbal

Level10
Components Somatic Verbal Material
Cast Time
Range
Area
Target
Save
Duration
Domain

You state a wish, making your greatest desire come true.

A wish spell can produce any one of the following effects.

  • Duplicate any arcane spell of 9th level or lower.
  • Duplicate any non-arcane spell of 7th level or lower.
  • Produce any effect whose power level is in line with the above effects.
  • Reverse certain effects that refer to the wish spell.

The GM might allow you to try using wish to produce greater effects than these, but doing so might be dangerous or the spell might have only a partial effect.

Although it is a common joke, there is no rules support in this game for the idea that any Wish is interpreted pedantically with intent to cause harm.

Arcane spells that can be duplicated: Acid Arrow, Acid Splash, Acid Storm, Acidic Burst, Aerial Form, Agitate, Agonizing Despair, Air Bubble, Alarm, Animate Dead, Animate Rope, Animated Assault, Ant Haul, Anticipate Peril, Antimagic Field, Aqueous Orb, Banishment, Befuddle, Bestial Curse, Bind Undead, Black Tentacles, Blink, Blister, Blur, Burning Hands, Chain Lightning, Charitable Urge, Charm, Chill Touch, Chilling Spray, Chromatic Wall, Clairaudience, Clairvoyance, Cloak of Colors, Cloudkill, Collective Transposition, Color Spray, Command, Comprehend Language, Cone of Cold, Confusion, Contingency, Continual Flame, Control Water, Countless Eyes, Cozy Cabin, Crashing Wave, Create Food, Create Water, Creation (Spell), Crushing Despair, Cup of Dust, Curse of Lost Time, Dancing Lights, Darkness (Spell), Darkvision, Daze, Deafness, Deja Vu, Detect Magic, Detect Scrying, Dimension Door, Dimensional Anchor, Dimensional Lock, Disappearance, Discern Lies, Discern Location, Disintegrate, Disjunction, Dismantle, Dispel Magic, Dominate, Dragon Form, Dream Council, Dream Message, Drop Dead, Dull Ambition, Duplicate Foe, Earthbind, Earthquake, Eclipse Burst, Electric Arc, Elemental Form, Endure Elements, Endure, Energy Aegis, Enervation, Enlarge, Enthrall, Exchange Image, Expeditious Excavation, False Life, False Vision, Familiar's Face, Fear, Feast of Ashes, Feather Fall, Feeblemind, Feet to Fins, Fiery Body, Final Sacrifice, Fire Shield, Fireball, Flaming Sphere, Fleet Step, Flesh to Stone, Floating Disk, Fly (Spell), Force Cage, Foresight, Forgotten Lines, Freedom of Movement, Gaseous Form, Gentle Repose, Ghost Sound, Ghostly Weapon, Glitterdust, Globe of Invulnerability, Glyph of Warding, Goblin Pox, Gravity Well, Grease, Grim Tendrils, Grisly Growths, Gust of Wind, Hallucination, Hallucinatory Terrain, Haste, Heat Metal, Hideous Laughter, Horrid Wilting, Humanoid Form, Hypnotic Pattern, Ice Storm, Illusory Disguise, Illusory Object, Impaling Spike, Implosion, Invisibility Sphere, Invisibility, Invisible Item, Iron Gut, Item Facade, Jump, Knock, Levitate, Light, Lightning Bolt, Locate, Lock, Longstrider, Mage Armor, Mage Hand, Magic Aura, Magic Missile, Magic Mouth, Magic Weapon, Magnificent Mansion, Mariner's Curse, Mask of Terror, Massacre, Maze, Meld into Stone, Mending, Message Rune, Message, Meteor Swarm, Mind Blank, Mind Probe, Mind Reading, Mirror Image, Misdirection, Mislead, Monstrosity Form, Negate Aroma, Nightmare, Nondetection, Noxious Vapors, Obscuring Mist, Outcast's Curse, Passwall, Penumbral Shroud, Pest Form, Pet Cache, Phantasmal Calamity, Phantasmal Killer, Phantasmal Treasure, Phantom Steed, Plane Shift, Polar Ray, Power Word Blind, Power Word Kill, Power Word Stun, Prestigitation, Prismatic Sphere, Prismatic Spray, Prismatic Wall, Private Sanctum, Produce Flame, Project Image, Prying Eye, Pummeling Rubble, Purple Worm Sting, Ray of Enfeeblement, Ray of Frost, Read Aura, Reflective Scales, Repulsion, Resilient Sphere, Resist Energy, Resplendent Mansion, Reverse Gravity, Rope Trick, Safe Passage, Scintillating Pattern, Scrying, Seal Fate, Secret Chest, Secret Page, See Invisibility, Sending, Shadow Siphon, Shadow Walk, Shape Stone, Shapechange, Share Lore, Shattering Gem, Shield, Shifting Sand, Shocking Grasp, Shockwave, Shrink Item, Shrink, Sigil, Sleep, Slough Skin, Slow, Snowball, Solid Fog, Spectral Hand, Spell Immunity, Spell Turning, Spellwrack, Spider Climb, Spider Sting, Stinking Cloud, Stoneskin, Subconscious Suggestion, Suggestion, Summon Animal, Summon Construct, Summon Dragon, Summon Elemental, Tanglefoot, Telekinetic Haul, Telekinetic Maneuver, Telekinetic Projectile, Telepathic Bond, Telepathic Demand, Telepathy (Spell), Teleport, Temporary Tool, Tether, Thoughtful Gift, Time Beacon, Tongues, Touch of Idiocy, Transmute Rock and Mud, True Seeing, True Strike, Uncontrollable Dance, Unrelenting Observation, Unseen Servant, Vampiric Exsanguination, Vampiric Maiden, Vampiric Touch, Veil, Ventriloquism, Vibrant Pattern, Vomit Swarm, Wall of Fire, Wall of Force, Wall of Ice, Wall of Wind, Warp Mind, Water Breathing, Water Walk, Weapon Storm, Web, Weird,

Non-Arcane spells that can be duplicated: Aberrant Whispers, Abundant Step, Abyssal Plague, Abyssal Wrath, Agile Feet, Air Walk, Allegro, Anathematic Reprisal, Ancestral Memories, Angelic Halo, Angelic Wings, Animal Form, Animal Messenger, Animal Vision, Animus Mine, Appearance of Wealth, Arcane Countermeasure, Artistic Flourish, Athletic Rush, Augury, Baleful Polymorph, Bane, Barkskin, Bit of Luck, Blade Barrier, Blanket of Stars, Bless, Blind Ambition, Blinding Fury, Blistering Invective, Brand the Impenitent, Breath of Life, Calm Emotions, Captivating Adoration, Celestal Brand, Chameleon Coat, Champion's Sacrifice, Charming Touch, Chilling Darkness, Chroma Leach, Circle of Protection, Cloak of Shadow, Commanding Lash, Competitive Edge, Counter Performance, Crisis of Faith, Cry of Destruction, Darkened Eyes, Dazzing Flash, Death Knell, Death Ward, Death's Call, Delusional Pride, Destructive Aura, Detect Alignment, Detect Poison, Diabolic Edict, Dinosaur Form, Dirge of Doom, Disperse into Air, Disrupt Undead, Disrupting Weapons, Divine Decree, Divine Lance, Divine Vessel, Divine Wrath, Downpour, Dragon Breath, Dragon Claws, Dragon Wings, Drain Life, Dreamer's Call, Dreaming Potential, Elemental Burst, Elemental Motion, Embrace the Pit, Enduring Might, Enhance Victuals, Entangle, Eradicate Undeath, Ethereal Jaunt, Extend Spell, Face in the Crowd, Faerie Dust, Faerie Fire, Fey Disappearance, Field of Life, Finger of Death, Fire Ray, Fire Seeds, Flame Barrier, Flame Strike, Forbidding Ward, Forced Quiet, Fungal Hyphae, Fungal Infestation, Ghostly Tragedy, Ghoulish Cravings, Glibness, Glimpse the Truth, Goodberry, Harm, Heal Animal, Heal, Healer's Blessing, Heroism, Holy Cascade, House of Imaginary Walls, Hurtling Stone, Hydraulic Torrent, Hymn of Healing, Hypercognition, Ill Omen, Illusory Creature, Imprint Message, Insect Form, Inspire Competence, Inspire Courage, Inspire Defense, Inspire Heroics, Join Pasts, Ki Blast, Ki Rush, Ki Strike, Know Direction, Know the Enemy, Lay on Hands, Liberating Command, Lightning Storm, Lingering Composition, Litany Against Sloth, Litany Against Wrath, Litany of Depravity, Litany of Righteousness, Litany of Self-Interest, Localized Quake, Loremaster's Etude, Lucky Break, Mad Monkeys, Magic Fang, Magic Stone, Magic's Vessel, Malignant Sustenance, Mindlink, Modify Memory, Moon Frenzy, Moonbeam, Mystic Beacon, Nature's Bounty, Object Reading, Ode to Ouroborus, Overstuff, Paranoia, Pass Without Trace, Perfected Form, Perfected Mind, Phantom Pain, Plant Form, Positive Luminance, Possession (Spell), Precious Metals, Primal Summons, Protection (Spell), Protector's Sacrifice, Protector's Sphere, Pulse of the City, Purify Food and Drink, Pushing Gust, Quench, Raise Dead, Read Fate, Read Omens, Reaper's Lantern, Rebuke Death, Regenerate, Remove Curse, Remove Disease, Remove Fear, Remove Paralysis, Restoration, Restore Senses, Retributive Pain, Retrocognition, Righteous Might, Rusting Grasp, Safeguard Secret, Sanctified Ground, Sanctuary, Savor the Sting, Scholarly Recollection, Scintillating Safeguard, Sculpt Sound, Searing Light, Shadow Blast, Shape Wood, Shared Nightmare, Shatter, Shield Other, Shillelagh, Show the Way, Silence, Silver's Refrain, Song of Marching, Song of Strength, Soothe, Soothing Ballad, Soothing Words, Sound Burst, Speak With Animals, Speak With Plants, Spike Stones, Spirit Blast, Spirit Link, Spirit Sense, Spiritual Anamnesis, Spiritual Guardian, Spiritual Weapon, Splash of Art, Stabilize, Status, Stone Tell, Stone to Flesh, Stormwind Flight, Strange Geometry, Sudden Blight, Sudden Shift, Summon Celestial, Summon Entity, Summon Fey, Summon Fiend, Summon Giant, Summon Instrument, Summon Plant or Fungus, Sunburst, Sweet Dream, Symphony of the Unfettered Heart, Synaptic Pulse, Synesthesia, Take its Course, Talking Corpse, Tangling Creepers, Tempest Surge, Tempt Fate, Threefold Aspect, Tidal Surge, Touch of Corruption, Touch of Obedience, Touch of the Moon, Touch of Undeath, Traveler's Transit, Tree Shape, Tree Stride, Trickster's Twin, Triple Time, True Target, Undetectable Alignment, Unfettered Pack, Unimpeded Stride, Unity, Veil of Confidence, Vibrant Thorns, Visions of Danger, Vital Beacon, Volcanic Eruption, Waking Nightmare, Wall of Flesh, Wall of Stone, Wall of Thorns, Weapon Surge, Whirling Scarves, Wholeness of Body, Wild Morph, Wild Shape, Wild Winds Stance, Wind Jump, Word of Freedom, Word of Truth, Zeal for Battle, Zealous Conviction, Zone of Truth,

ArcaneThis spell can be identified using Arcana.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MaterialYou must have a free hand to take out components to cast this spell.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
ChromaWall57DivinationBlocked by Indigo wall.

Wit

6th August 2020 at 11:43pm
Splat Swashbuckler

You are friendly, clever, and full of humor, always knowing just what to say in any situation. Your witticisms leave foes unprepared for the skill and speed of your attacks.

You are trained in Diplomacy and gain the Bon Mot skill feat.

You gain panache during an encounter whenever you succeed at a Bon Mot against a foe.

Witch Wary

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesDexterity Intelligence
SkillOccultism
LoreCurse
FeatOddity Identification

Wonder Taster

Background

The descriptions of backgrounds frequently contain non-OGL setting material and are not included here. This background is found in Lost Omens World Guide.

Stat ChoicesConstitution Intelligence
SkillCrafting
LoreAlchemical
FeatAlchemical Crafting

Word of Freedom

6th August 2020 at 7:16pm
Concentrate Focus Spell Spell Verbal

Level4
Components Verbal 1 Focus Point
Cast Time
Range30 feet
Area
Target1 creature
Save
Duration1 round
DomainFreedom

You utter a liberating word of power that frees a creature. They do not have to be able to hear or understand you.

You suppress one of the following conditions of your choice: Confused, Frightened, Grabbed, or Paralyzed.

The target isn’t affected by the chosen condition, and if you suppress the Grabbed condition, the target automatically breaks free from any grab affecting it when you Cast the Spell.

If you don’t remove the effect that provided the condition, the condition returns after the spell ends. For example, if a spell was making the target confused for 1 minute, word of freedom would let the target act normally for a round, but the confused condition would return afterward.

Critical Success
Success
Failure
Critical Failure

Critical Success
Success
Failure
Critical Failure
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Word of Truth

6th August 2020 at 7:18pm
Concentrate Focus Spell Spell Verbal

Level1
Components Verbal 1 Focus Point
Cast Time
Range
Area
Target
Save
DurationSustained up to 1 minute
DomainTruth

You speak a statement you believe to be true and that is free of any attempt to deceive through twisting words, omission, and so on.

The statement must be 25 words or fewer.

A symbol of your deity glows above your head, and anyone who sees you and hears your statement knows that you believe it to be true.

Each time you Sustain this Spell, you can repeat this effect.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.

Wounded

27th June 2020 at 9:48pm
Condition

You have been seriously injured.

If you lose the Dying condition and do not already have the wounded condition, you become wounded 1.

If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1.

You don't gain or increase the Wounded condition if you lost the Dying condition by spending Hero Points.

If you gain the dying condition while wounded, increase your dying condition value by your wounded value.

The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.

A creature with Ferocity becomes Wounded when it uses Ferocity to avoid being knocked out.

Wounded Rage

23rd July 2020 at 10:58pm
Action Barbarian Class Feat Rage Reaction

Trigger You take damage and are capable of entering a rage.

You roar in pain, awakening the rage within you. You Rage.

Actions Reaction
Time
Free Hands
Skill
Defense
Tool
Sub-actions
Feat Type Class
Level4
Requires
ClassBarbarian
RageYou have to be raging to use this.
Faerie DustReactionCan't be used while affected.

Wyrmkin

4th August 2020 at 9:33pm
Domain

You draw on the power of dragons, linnorms, and other powerful reptilian creatures.

Basic Domain Spell:

Advanced Domain Spell:

Zeal

4th August 2020 at 9:19pm
Domain

Your inner fire increases your combat prowess.

Basic Domain Spell: Weapon Surge

Advanced Domain Spell: Zeal for Battle

Zeal for Battle

7th August 2020 at 12:08am
Cleric Concentrate Emotion Enchantment Focus Spell Fortune Mental Reaction Spell Uncommon Verbal

Level4
Components Verbal 1 Focus Point
Cast Time
Range10 feet
Area
TargetYou and the triggering ally
Save
Duration
DomainZeal

You stoke the righteous anger within yourself and an ally.

You and the target ally each roll a d20 and use the higher result for both your Initiative rolls.

You each still use your own Perception modifier or other statistic to determine your results.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
EmotionThis won't work on creatures with mechanical or artificial intelligence.
Focus SpellYou can't learn this from a spell list and it costs 1 Focus Point to cast.
FortuneDoesn't stack with other Fortune effects, and cancels with Misfortune.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.
Faerie DustReactionCan't be used while affected.

Zealous Conviction

31st July 2020 at 7:18pm
Concentrate Divine Enchantment Manipulate Occult Somatic Spell Verbal

Level6
Components Somatic Verbal
Cast Time
Range30 feet
Area
TargetUp to 10 willing creatures
Save Will
Duration10 minutes
Domain

You bypass your targets’ rational minds, instilling them with unshakable conviction and zeal.

The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against mental effects, as their faith overrides the signals from their own bodies and minds.

If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell’s effects on itself entirely.

Heightened (9th) The temporary Hit Points increase to 18, and the status bonus to Will saves increases to +3.

ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.

Zone of Truth

31st July 2020 at 7:39pm
Concentrate Divine Enchantment Manipulate Mental Occult Somatic Spell Uncommon Verbal

Level3
Components Somatic Verbal
Cast Time
Range30 feet
Area20 foot Burst
Target
Save Will
Duration10 minutes
Domain

You designate an area in which creatures are compelled to speak only truth. Creatures within or entering the area have difficulty lying.

Each potentially affected creature must attempt a Will save when the spell is cast or when the creature first enters the area. It uses the results of this initial save if it leaves and reenters the area.

Affected creatures are aware of this enchantment; therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth.

Critical SuccessThe target is unaffected.
SuccessThe target takes a –2 status penalty to Deception checks.
FailureThe target can’t speak any deliberate and intentional lies, and it takes a –2 status penalty to Deception checks.
Critical FailureThe target can’t speak any deliberate and intentional lies and takes a –4 status penalty to Deception checks.
ConcentrateYou can't use this while distracted, or while raging unless it also has Rage.
DivineThis spell can be identified using Religion.
ManipulateThis may provoke Attack of Opportunity and other reactions.
MentalThis won't work on objects or Mindless creatures, and maybe not Swarm Minds.
OccultThis spell can be identified using Occultism.
SomaticYou must normally be able to make gestures to cast this spell.
UncommonYou can't normally gain this by character advancement.
VerbalYou must normally be able to speak loudly to cast this spell, and you lose all your air if you use this while holding your breath.
StupefiedSpellRisk of casting disruption on flat check.
SilenceVerbalCan't cast in affected area.
Gaseous FormManipulatePrevents Manipulate actions.
GrabbedManipulateMake DC 5 flat check or lost.
RestrainedManipulateCan't use except to escape.
Animus MineMentalMay trigger target's Animus Mine.
ChromaWall57MentalBlocked by Indigo wall.